Worparun's page
4 posts (60 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Ashanderai wrote: keftiu wrote: Aaron tweeted that the book "has a surprise land," which I find incredibly exciting. This could mean that Bhopan is promoted out of being part of Jalmeray... or it could be that those angels on the cover mean we're in Holomog, but that feels unlikely.
Any other options I'm missing? I'm struggling to imagine what this could apply to.
I think that IS the name of the land - "Surpriseland" - kind of like "Newfoundland" or "Switzerland".
The real question is, of course, what is there and who lives there? Does have an overabundance of ambush predators? Is this the land of the infamously eternal versatile heritage known as the "Gotchas"? Is there really something new and unusual around every corner? Are the people living here really, really over-stimulated or are they just really tired of everything and just always have the attitude of "Yeah, been there, done that."?
:P Jalmeray is known for the Students of Perfection, who practise mastery over the four elements. But there is one element they have overlooked.. the element of surprise! And that's where Surpriseland comes in with the new College of Confounding Revelation, where masters of surprise practise their arts.
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PossibleCabbage wrote: On one hand, it would be weird if the Kineticist is better at getting targets to fail their saves than literally every caster. But on the other hand, it feels weird that legendary proficiency in class DC is a thing that's possible but no one ever gets it.
Since the Kineticist does not have an "pure power"analogue to "extra 10th level spell slot" at 20th level, I wonder if "legendary class DC" as a 20th level feat would work or if this is a place Burn could work its way back.
I'm not sure how kineticists having legendary proficiency would make their DCs higher than casters, who also get legendary proficiency.
It's not like weapon potency runes affect that or anything.
Anyway, it seems a bit silly to give kineticists all these class dc-using abilities if they're just going to become impotent at higher levels because they stop having a passable DC to use them with.
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Tender Tendrils wrote: keftiu wrote: Erik saying he'd also like Minotaurs is giving me the most distant gleam of hope for them one day.
I'd also love to see some kind of trollkin Ancestry, though this might end up being more of the Creature Echo Feat design space. I just thing being gross and regenerative sounds fun! Honestly given how varied and mutable trolls are, and the fact that they are already at least vaguely intelligent, I could easily see some kind of medium intelligent type of troll occurring without any icky crossbreeding stuff happening. There's already a couple of medium-sized variants, like flood and sewer trolls.
Many trolls also have limitations to their regeneration, so you could have PC trolls start with faster healing while resting and working up to faster and less conditional forms of regeneration with feats.
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Keraki wrote: I doubt it, but I would love to see an archtype for a white necromancero The Hallowed Necromancer archetype was confirmed at Gencon, I think.
It's about necromancers that destroy undead instead of creating them, which I assume is what you're talking about.
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Maybe Paizo has heard my prayers for a playable troll ancestry and is delivering them to us, perhaps as a smaller variant like sewer or flood trolls that can pick a feat to grow large later? You never know.
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AnimatedPaper wrote: Alternatively, they could just let it ride with the advice that undead PCs are innately stronger in some ways than most ancestries, and so are best played in a game where everyone is undead.
They could also pair each undead with a vulnerability of some kind as part of the archetype that transforms you.
Negative Healing is usually a huge disadvantage when adventuring with groups of mostly living people, which makes their immunities a bit more manageable in mixed groups.
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Psychic having a cantrip focus makes me hope that they have some feature to make Daze a viable cantrip option.
I just want to be able to have a mental attack as my basic combat option instead of having to telekinetically throw forks at people.
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The Repeating Hand Crossbow seems like it would work fine for magus, since they usually don't strike more than five times in an encounter.
Of course, using them means investing a lot of feats just to do the same thing as a bow, so it's still not ideal. Hopefully Guns and Gears will feature repeating weapons that are more easily accessible.
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A 'Lost Omens Planetary Guide' type book would be pretty nifty sometime down the line.
Brethedans / Barathus will definitely need to be included as a playable ancestry, they're just too cool.
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Worrying about the monsters running up to the Summoner and hitting them seems a bit strange since there is nothing stopping them from doing the same to a wizard, except summoners have almost double the hit points when compared to wizards.
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Squiggit wrote: Yeah, Ostentatious Arrival is a free action to turn on, so you'll never accidentally do it.
It is a little odd that that part of the feat hurts you if you ever use it, but I'm not sure it's broken per se.
What makes it even stranger is that the playtest version of the feat didn't deal damage to the summoner.
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I hope to see the rest of Golarion's solar system explored in a PF2e book somewhere down the line, if only to see Brethedans become a playable ancestry.
Give me my psychic jellyfish aliens, Paizo!

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PossibleCabbage wrote: I feel like a major issue with "neutral as balance" is that unlike in some other settings, in Golarion Good is actually supposed to be good. Good Gods aren't supposed to be jerks who do harm on purpose, since if they did that then they wouldn't be Good anymore. Evil, likewise, is actually evil and not just misunderstood.
The neutral character who believes "we can't have too much Good in the universe" or would tell a good person "you should be less good" is a deeply disturbed individual.
Being Good doesn't mean that you're infallible, though. A neutral character can think of the goodlies as right-minded but letting their altruism get in the way of doing what's right in the long run.
Sibelius Eos Owm wrote: This is the territory who fight to defend their 'team' (faith, country, family, etc.), whether right or wrong, as long as it doesn't betray their trust by committing atrocities (or I guess, going too altruistic, but what would that even look like?). Basically, they have standards about what they won't do. I imagine being too altruistic would be something like seeing an outside group in trouble and endangering their chosen group to help them.
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Eidolon Ranged Attack feat getting moved down to level 2 from 8 and given the propulsive trait is very nice news.
The Steed Form description seems to be (unclear parts in angle brackets):
"Your eidolon changes to make it particularly effective as your mount. <When> you ride it, you get your full number of actions each round instead of <reducing> them to 2. This applies only when you ride your eidolon, not when <allies do> (see Riding Sapient Creatures sidebar on page 71). Your eidolon <has> to be at least one size category larger than you to ride it. Since you work <as an unit>, your eidolon's move actions while you're mounted gain the tandem <trait>."
I'm not totally sure what the significance of gaining the tandem trait on the eidolon's move actions is.
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Nethys is worshipped as a dualistic god of creation and destruction. Obviously his good followers will emphasize his nurturing aspect and the evil ones will focus on the blow-everything-up side, but neutral ones venerate both sides and try to balance between them.
Nature deities like Gozreh have an obvious aspect of balance and cycles to them, since nature requires both life and death. One other significant group of neutral deities are the Psychopomp Ushers and their boss Pharasma, who are also concerned with balancing the flow of the River of Souls, with some of them helping nurture life when its needed and others orchestrating extinction events when people are not dying in time.
I think balance as a concept gets a bad rap because it brings to mind the old druid-laws of D&D that obligated people to kill a baby for every one they saved, but to me that's kind of like the neutral equivalent of the lawful stupid paladin stereotype.
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PossibleCabbage wrote: Neutral champions are tricky. Since like "Champion of Civilization", "Champion of Nature", and "Champion of Freedom" are all pretty sensible things to have. But like Magdh (LN) is not really an advocate of Civilization, Neither Nethys nor Brigh (TN) are not really advocates of nature, and Groetus (CN) doesn't seem to have anything to do with freedom. This problem seems to already exist with the current causes, though. You can have Redeemers of Nethys and Desecrators of Achaekek. Leaving it for the player to explain how their cause and god interact seems to be fine to me.
Even if Kurgess doesn't have any particular focus on redeeming people, a players interpretation and focus on certain aspects of the god can explain why a redeemer would follow them.
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Costing an action to switch makes it the same as taking out a staff that you're wearing for one-handed weapon users. Even for two-handed weapons, it only saves an action.
Another point is that it would make Twisting Tree vastly superior to the other studies because they can actually use their staff spells in combat without spending several turns switching modes on their weapon.
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One feat from the Ancestry Guide I've wondered about is Fey Disguise. It lets a sprite cast Illusory Disguise once per day.
The problem is that Illusory Disguise limits you to disguising as people who are within 6 inches and 50 pounds of you, which makes the feat rather useless for most Sprite heritages (except for Pixies), since they can only disguise themselves as other tiny humanoids.
I'm not totally sure if this is intended, but the feat could at least have a note on this for people who aren't aware of the exact heights and weights of sprites compared to gnomes, kobolds and other small ancestries.
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NECR0G1ANT wrote: I believe the first mention of the Five Points and the Dying Wish was in the Tales of Lost Omens: The Dying Wish with the the Pathfinder Society Guide preview.
The changeling story is called The First of Many. Interestingly, they're all by the same author, Rachael Cruz.
I wasn't aware of the first story you linked, thanks for letting me know!
Unfortunately, I misread the story and thought the place they talked about was Padiskar, but the story explicitly makes a point of differentiating between the two places. Which seems to imply that it's not related to the Spawn of Rovagug.
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Kalaam wrote: I imagine it'll have some limitations (either it'll be restricted to Staff Magus but I doubt it) or you need to spend an interract action to switch between the two. Most likely to allow all Magus subclasses to have access to staves and not feel gimped on expanded spellcasting. I would think that for the cost of a level 6 feat you can have both functionalities at the same time, since 'using an interact action to switch between the two' is already something you can do: You just wear the staff and use an interact action to wield it.
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Blave wrote: To be fair, that might have been a simple mix up. Avi could have been thinking of the wrong archetype.
Drawing power from your surroundings does sound more of a Geomancy thing than an elementalist thing. And I can't remember them giving a description of Geomancy at all.
It seems unlikely that the elementalist gets a unique selection of spells (which I think was confirmed?) and special stuff based on location.
I would give them a bit more credit than that!
Besides, during the PaizoCon Discord Q&A session this was asked:
Someone wrote: Is Geomancy a subset of Elementalism? The way they were described as using elemental environments/terrain features seemed to be very similar. Which was answered by Mark Seifter:
Mark Seifter wrote: Geomancy: Terrains
Elementalism: Elements
Separate but you could use them together and it work work very well.
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The-Magic-Sword wrote: We're getting two in SoM IIRC, the Devotion and Anger Phantoms. Actually, phantoms are not undead!
As the description of the Phantom trait says:
"A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead."
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From the phrasing of the feature, it seems clear to me that radiation is going to be like diseases and poisons - a type of affliction, not a damage type.
Also to note, blightburn sickness is basically radiation poisoning and is already in PF2e, though typed as a disease.
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1. Leshies are actually not humanoids either, they're plants. I haven't really noticed any effects from that other than them not being suspectible to lycanthropy. That also means that you can't pick the Beastkin versatile heritage with them.
2. No, you need a reach weapon to flank when you're tiny.
3. As far as I know, yes. They can move freely through other creatures.
4. I think sprites are around 9 inches tall. The Evanescent Wings feat existing does imply that normally you have to climb around.
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Ed Reppert wrote: Ashanderai wrote: The Azarketi Ancestry rules are supposed to premiere in the Absolom book that has been delayed and currently has no release date. The Ancestry Guide was originally meant to come out after the Absolom book. But, Paizo is releasing a PDF on the 24th of this month that will have the Azarketi Ancestry information that is in the Absolom book. See above where everyone is talking about when the PDF will release. Hm. The description of Azarketi in the Ancestry Guide seems just as comprehensive as the other new ancestries in that book. So I'm curious to see what additional information is in this pdf. I'm expecting the information on the basic Azarketi ancestry, some heritages and feats.
My detective work leads me to believe that the supplement will have ancient scale, benthic, mistbreath, river and thalassic as the other Azarketi heritages.
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Quote: The pleading kobold asks anyone who will listen that he is in need of cold iron weapons to slay the devil that terrorizes his kin. Looks like Urok rolled low on his +20 Devil Lore knowledge check!
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Hey, loving parents can still be evil!
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One ancestry and one heritage? Hmm.
I'm guessing that Ganzi will be able to get a fly speed, which would leave one more ancestry/heritage with access to flight. And there are not that many candidates for heritages among already existing lore that I know of.
Therefore my guesses for the remaining options are Strix and Mortics.
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You only have around 3% chance of actually rolling two sixes on your 2d6 finisher to get that 6 damage on a miss, though.
I'd be inclined to agree with Cyouni that it adds your whole finisher damage because otherwise it seems almost completely irrevelevant. You'd get to deal 3 damage at level 17. The feat that Cordell mentioned would basically be a trap option with how little it actually gave you.
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We need disenchanters!
Adventurers rest too well at night knowing that blue-furred deer with elephant trunks won't eat their magic items while they're asleep.
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