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Pathfinder Rulebook Subscriber
![]() I can see your point and don't disagree with all of it. A few things I would like to see. 1. Remove the Secondary Caster requirement when using the Create Undead ritual. Yeah I know that not everyone uses rituals, but honestly having a necromancer being able to single-handedly use this ritual makes a lot of sense to me. Could be available at like 3rd level or later. 2. Have a part of the Dirge be that the caster can choose a spell whenever they gain access to a new spell rank that's not on the occult list that fits certain criteria (I'm imagining vitality or void based) to add to the dirge and count as being occult for the necromancer that knows them. I would limit them to a spell rank that the character is currently capable of casting. This lets each character fine tune their spells a bit to make sure they have access to spells they feel fit. That would only give 10 spells if gained at 1st level and I think that would be appropriate. 3. Add some feats that allow thralls to interact with undead, either positively or negatively. I think a fun concept would be a necromancer that uses their knowledge to battle undead and can use their thralls to drain the power from hostile undead. Other than that I'm overall happy with how it's built even though it's not 100% what I was expecting. ![]()
Pathfinder Rulebook Subscriber
![]() Prince Setehrael wrote:
You're going to credit him with the Great Depression, but not the creation of Tintin, the St Valentine's Day Massacre, the creation of Grand Teton National Park, the first appearance of gloves on Mickey Mouse,the Battle of Bloody Alley, or the final decision to make all London buses red? Cummon. I know Gorum isn't the most exciting deity in the toybox, but give him some range at least. ![]()
Pathfinder Rulebook Subscriber
![]() Trip.H wrote:
Also mining is different in fantasy worlds. It's much easier for various ancestries to mine much deeper than real world humans could along with creating even larger mines/dungeons/underground metropolises. That ability opens up more access to precious metals than what we, bound by our current understanding of engineering and physics, have access to on Earth. ![]()
Pathfinder Rulebook Subscriber
![]() nicholas storm wrote:
Roll For Combat Pricing linkified. ![]()
Pathfinder Rulebook Subscriber
![]() Jon Goranson wrote:
You're not rudely impatient. I've never had the tracking numbers listed on the website for shipping work. Someone one said you can add Paizo before the tracking number, but that hasn't worked for me either. Unfortunately the only other option I can suggest is to submit a ticket through the Support Link as opposed to a direct email. I've gotten quicker responses that way in the past. ![]()
Pathfinder Rulebook Subscriber
![]() Greetings in advance. I did a search, but couldn't find an answer to this yet, if there even is one. In one of my games I have a character that is playing a Summoner with the Alchemist Multiclass (MC) Archetype through Free Archetype (FA). I'm working through the PC2 updates and also looking through feat choices in the future to help him with his character and I found a bit of grey rules when it comes to the interaction of the Efficient Alchemy Alchemist feat with the Advanced Alchemy class ability allowed to multiclass alchemists through the Advanced Alchemy (good thing the names aren't confusing either) multiclass feat. Given that not everyone has access to PC2 yet I'll outline the basis of the two feats and one class ability below and will use the spoiler tag in case someone wants to avoid the rules until they have the book. Also I know that some of my reasoning I provide later is pedantic, but I'm trying to look at this along all angles. Class Ability = Advanced Alchemy:
Pertinent Description: You can Craft a number of alchemical items up to 4 + your Intelligence modifier during your daily preparations. Feats = Advanced Alchemy (Alchemist Multiclass feat lvl 4):
Pertinent Description: You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations. Efficient Alchemy (Alchemist feat lvl 4):
Pertinent Description: Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier. There is more information on all three feats/class abilities, but the displayed information is the parts that are pertinent to my question. My question is how does the increased consumable portion of Efficient Alchemy interact with the item cap of the Advanced Alchemy multiclass feat? As a GM I can see 3 different arguments on this. 1). There is no interaction. The Multiclass feat always limits the character to the 4 per daily preparation. - Reasoning: The multiclass provides a static set and would provide language if there was a way to bypass this set. 2). Efficient Alchemy increases the total items to 6, but the character does not get the Intelligence modifier. - Reasoning: The multiclass feat gives the same base 4 as an alchemist with no Int modifier. Efficient Alchemy increases the base from 4 to 6 and assumes that the character is a base Alchemist, but has no language allowing those without the full Advanced Alchemy feature to gain their Int mod to the number of vials per day. 3). Efficient Alchemy increases the total items to 6 and allows the multiclass alchemist to add their Int mod to the amount. - Reasoning: Since the Efficient Alchemy says that if you have Advanced Alchemy and has no language otherwise all characters that have the feat increase the consumables per day to 6 + Int modifier. My Thoughts on the Above - As a GM I lean towards # 3 for a few reasons. A multiclass Alchemist would have to take at least 4 feats (Alchemist Dedication (for obvious reasons), Advanced Alchemy (explained above), Basic Concoction (can choose 1 Alchemist feat of 1st or 2nd level and is needed for the next feat), and Advanced Concoction (lets the character choose an Alchemist feat of half the character level)) and needs to be at least 8th level, it's a significant investment in order to get those bonus consumables. Having the FA rule makes the investment much more palatable, but it's still there. I don't like the interpretation for #1, but can see why someone would use it and I think # 2 is more a compromise, but I also recognize the logic of it. That said I'm asking for the community's thoughts on this interaction and if there's other possible interpretations I'm missing? Also I would love the developers to weigh in on how they expect it to work. Thank you again to every.. ![]()
Pathfinder Rulebook Subscriber
![]() OceanshieldwolPF 2.5 wrote:
For the first question - It was posted in the FAQ . For the second, I have no idea, but I want to know as well. ![]()
Pathfinder Rulebook Subscriber
![]() Captain Morgan wrote: Darkvisuon generally only matters if you (or your entire party) are trying to be sneaky. I heartily disagree with this. I mean sneakiness is a big factor, but even with normal exploring you want to limit attention to yourself as much as possible, even if you're not being stealthy, and having a light source while in darkness is a glowing beacon for others. Makes it much easier for them to notice you from a distance and either prepare an ambush or avoid you. ![]()
Pathfinder Rulebook Subscriber
![]() Two answers here. First as a DM: I like using Wanderer's Guide for my in person games. The legacy site has an encounter builder that tracks HP, initiative, conditions, and abilities. You can link players to a campaign to keep track of PCs, but it doesn't include playtest stuff (and one character is an exemplar and 1 is a commander) so if there's playtest stuff I use it only for monsters and their abilities. I also have an excel sheet I developed to help keep track of stuff, including initiative, secret rolls, and also conditions. I'm still fine tuning it, but I tend to use it more than the above since the 2 playtest characters. I've also made some cheat sheets for my players that I had laminated so they can use to keep track of conditions. As a Player: I use my own excel condition tracker (most of my players don't come with laptops or I would give them this). If I don't have access to a laptop then I use the laminated condition sheet I made. ![]()
Pathfinder Rulebook Subscriber
![]() This isn't going to be a great answer, but it's the best one I have. I've found that it's usually most efficient to go to the Support Portal and open a ticket than it is sending an email. I've gotten a quicker response using that in the past. ![]()
Pathfinder Rulebook Subscriber
![]() Themetricsystem wrote:
Man that is some horrible luck. You have my sympathies. I've backed 113 projects and have only had 3 be disappointments and 4 not deliver. ![]()
Pathfinder Rulebook Subscriber
![]() Bluemagetim wrote:
Not if they have a Swim Speed ![]()
Pathfinder Rulebook Subscriber
![]() HeHateMe wrote:
While I agree 2E has some flaws (ahem...General feats are boring for one). I disagree with all of your post. I've played with and without archetypes (both free and not) and have never found them to be a serious drawback for characters, especially if taken with some forethought. Also I've seen the same classes built differently in the same game to the point I rarely worry about overlap just because of class. ![]()
Pathfinder Rulebook Subscriber
![]() WWHsmackdown wrote: Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like? Missed the question on comboing with beastkin. If you're a Beastkin that takes a werecreature archetype you can use the unarmed attacks from the Beastkin Hybrid form while in Werecreature Hybrid form. ![]()
Pathfinder Rulebook Subscriber
![]() WWHsmackdown wrote: Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like? Werebat = Fangs Werebear = Jaws and ClawsWereboar = Tusk Werecrocodile = Jaws Weremoose = Antler Wererat = Jaws and Claws Wereshark = Jaws (heh) Weretiger = Jaws and Claws Werewolf = Jaws ![]()
Pathfinder Rulebook Subscriber
![]() Sanityfaerie wrote:
Personally I think it should be both. With the feat making the the armored heritage even more armory (that's a real word!) ![]()
Pathfinder Rulebook Subscriber
![]() R3st8 wrote: ...in first edition most players would carry me through the game but in second edition where the math is so tight me trying to play a fire mage focused on elemental form might become a big burden to other players In my experience it's only a burden if you try and force a concept too hard. PF2E is built way more on team building than 1E's character building so no party is made in a vacuum. Communication with your DM, with other players, and also session 0 are all important to 2E character gen. Way more than in 1E IMO. But that doesn't invalidate the ability to build a niche or specialized character that YOU want to play. I'll use someone from my game as an example. I'm running Abomination Vaults (AV) and plan on expanding beyond it and bringing the characters to 20th level. This is the first encounter with 2E most of my players have. AV is notorious for having some magic immune encounters (*cough* wisps *cough*) and one of my players was dead set on playing a Kineticist (fire/metal). As a GM I lean towards the interpretation that wisps are immune to impulses since they're magic and I talked with him prior to game to make sure he knew this and was ok with it. He was and when building his character he invested in medicine and also picked some impulses that more utility based. So when we have those fights where he can't use his impulses he supports with melee attacks, aid checks, Battle Medicine, lore checks, and other tactics and he loves it. It makes him think about the encounter outside of what the default may be. He looks at the environment more, pays more attention to the other players, and explores his options more than he ever did with 1E or DnD and he loves it. The character is exactly as he saw it and it's engaging. It's a specialized character, but far from being something that drags the party. 2E is very good with allowing character concepts that are specialized, but have some diversified abilities. ![]()
Pathfinder Rulebook Subscriber
![]() Zoken44 wrote:
Not silly at all, but one of my players wants to play a Ranger with a flying squirrel animal companion (new option) and the Werecreature (weremoose) archetype for full Moose and Squirrel shenanigans and I support this idea so take my approval with a grain of moon salt. ![]()
Pathfinder Rulebook Subscriber
![]() I love the Ancestry and Heritages, but I feel there should either be a heritage for a slow moving armored animal or a feat that gives natural armor. Personally I think both could be justified with the feat making the heritage's armor better, but also offering natural armor to other heritages. Hoping Paizo adds these at a later date ![]()
Pathfinder Rulebook Subscriber
![]() I can understand your frustration. I've been playing long enough to have experienced every edition change from both D&D and PF and I would be lying if I didn't say I wasn't wistful for some of the older editions on occasion. I still play PF1E while also playing 2E and I prefer 2E, but that's a personal choice and I won't try and convince you my view is better. That said I do want to address a few things: 1- will second edition ever be more like first edition? 2- will there be more pathfinder first edition 3- will a hypothetical 3rd edition if it comes out be more like first edition? It's very unlikely that 3rd edition will retrograde back to a 1e style. In gaming that's rare to see. Even when D&D went from 4E to 5E there was some retro designs involved, but 5E is more a new system entirely. Paizo has said they're distancing themselves from the original model because of WOTC's actions and as such that makes anything new from Paizo highly unlikely. 4- will there be anything at all similar to first edition? This is unanswerable. It's very possible that a 3rd party designer may create something close enough to 1E to scratch your itch, but we don't know for certain. 5- is there any game that is still supported that is like first edition Maybe. I'm not familiar, but I don't have my fingers on every game out there. That all said you can still play 1E and you will be able to find players that want to. As time passes it may be harder, but there are still people that play Rules Cyclopedia era D&D and love it. For new content you will likely be forced to rely on 3rd party content only, but there is some really good quality content out there and the sheer volume of published materials already available should keep you full for the rest of your gaming life. In any rate good games and fair rolls to you and your table. ![]()
Pathfinder Rulebook Subscriber
![]() rainzax wrote:
It is not. They actually have the Mount feature that some animal companions have. ![]()
Pathfinder Rulebook Subscriber
![]() Brew Bird wrote: Would anyone with the PDF be willing to say what the werecreature dedication grants? Toughness for free, but also weakness to silver. Choose an animal (such as a weremoose.. yes that's a choice) and you can change shape to animal or hybrid form. On full moons you have to change. Additional feats add on to these abilities. ![]()
Pathfinder Rulebook Subscriber
![]() Ravingdork wrote:
Technically yes * Ghost Bull - Bonus against confusion and Know the way cantrip
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Pathfinder Rulebook Subscriber
![]() Verzen wrote:
1) Dedications - This has been pointed out by others as being as intended. The designers don't want a Fighter w/ MC: wizard to be as good as a wizard or even as good as a Magus, especially out of the box. The Dedication feats reward you as you get higher levels. 2) Proficiencies - Your example of the Falcata on a Thaumaturge is wrong. If you take the Weapon Proficiency feat to become proficient in an Advanced weapon and become 11th level you become an expert with that weapon so you're not restricted to only trained in your example. Yes you're going to lag behind someone who is Legendary or Master, and yes the math is tight enough that this is noticeable, but being limited to expert is far from useless. 3) Niches and classes - I think you're hyper-focusing on the baseline of classes. I've found the classes to be versatile enough cover many niches. A fighter in one of my games is the primary healer for example. 4) Backgrounds - Every Background offers a free boost that can be used on the primary attribute. That's literally all you need to "maximize" your character. If you want to focus on Skills/feats/other benefits as being a requirement to a build that's on you. 5) Stats are useless - Ok what do you suggest to replace them? 6) Dumping Cha - According to you, "In order to promote RP sentimentality, you put points into charisma. This allows you to deceive, intimidate, or have diplomacy. If you can't do any of that because charisma is your dump stat, the game no longer is an RP game." Based on this I debate on if you know what role-playing actually means. Just because a character is "bad" at social skills does not mean you can't role-play them. Weak stats skills actually make better role-playing opportunities. Having a character who's bad at diplomacy trying to sweet talk a guard, or one who's trained at a knowledge skill, but isn't good at it due to a low intelligence, or countless other examples create amazing role-playing opportunities. It's fun explaining what your character is doing and what happens. Playing super soldiers with no weaknesses isn't the same as playing a character who has both strengths and weaknesses. 7) Choices - This is highly subjective. A choice is going to vary on usefulness based upon, but not limited to, the player, the character, the adventure, the GM, and the other characters (in no particular order). Just because a choice doesn't fit your normal preferred style doesn't make it less meaningful. Just less meaningful for you. ![]()
Pathfinder Rulebook Subscriber
![]() Chocolate Milkshake wrote: We finally get dragons AND they're implemented in a way that makes 5e's Dragonborn look pathetic. I'm super excited about it too, but isn't it a bit too early to say they're implementing it in a way that makes the 5e's Dragonborn look pathetic? Granted it's a low bar, but we barely know anything about their feat makeup. I have faith Paizo won't fumble the whole heritage, but still. ![]()
Pathfinder Rulebook Subscriber
![]() Ravingdork wrote:
Yeah, but a lot listed is conjecture at this point till we get confirmation one way or the other. ![]()
Pathfinder Rulebook Subscriber
![]() I'm not sure that I agree all of these are lost. Some of what you're listing (Bunyips for example) predate D&D and should be eligible for updates in the future. It's possible that they were just omitted due to space. In a similar veins, Paizo is using Golems so they have a chance of returning, maybe under an adjusted name. ![]()
Pathfinder Rulebook Subscriber
![]() Captain Morgan wrote:
Not really. I always pictured ghosts starting as having good, if situation limited, mind. I find it odder on the "mad" ghosts like Poltergeists and Banshees ![]()
Pathfinder Rulebook Subscriber
![]() Archpaladin Zousha wrote:
Eggzactly! Some may even be smol Sphere of Annihilation friends doing their best! ![]()
Pathfinder Rulebook Subscriber
![]() Hell's Messenger wrote:
I haven't seen a pure Bulette replacement. Sahuagin are now called Sedacthy and the book has the Scout, Marauder, and Speaker listed. New art that, while I understand the change, I do not like. ![]()
Pathfinder Rulebook Subscriber
![]() Veltharis wrote:
Yeah. As an example (and I'm choosing this one because it's easiest to explain) the Rekhap is a flying shield with 4 eyes (kinda evenly ditributed), 4 arms, and 6 wings. Not super "I'M A BIBLICAL ANGEL", but much closer than angels in previous editions. Other Archons do a good job of approaching that line. The Horned Archon alone is a wild ride. (Edit to correct a name) ![]()
Pathfinder Rulebook Subscriber
![]() Ryuhi wrote:
New harpy has no Song. Has Hungry Winds (pulls a target within 20' to adjacent to the Harpy) and adding a disease to their bite. The undead that are immune to bleed have it spelled out in their immunities. Vampires don't have it, skeletons do. Haven't checked all undead though. ![]()
Pathfinder Rulebook Subscriber
![]() Ricbau6 wrote: I'm curious about a thing. Since in the book of the dead it's stated that when undead are created one of the four essences (mind, body, life, spirit) can be twisted or absent, and since ghoul generate from a loss of spirit, do they have resistance or immunity to spiritual damage? Nope.. no immunities to Spiritual Damage ![]()
Pathfinder Rulebook Subscriber
![]() Captain Morgan wrote:
Yeah, all of the golems are there under new names: Charnel Creation = Flesh Golem
the changes to golem antimagic is significant.
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