I think you're right just based on how these abilities are usually written and the mechanics of how they work - infusing some healing into an intact body that didn't die from a death effect. We can just chalk this one up to laziness/mistake/editing space constraints. But the Exemplar is a divine/god-like class that might have some extra special sauce. If you want to let it do a hard no-sell to all deaths you can.
I don't have it, I only have the old one. My old one shows a mid January update, but it's still the old text. If I search "remastered" I get only the Guns and Gears and Treasure Vault results. Ravingdork wrote: How will we know which one is the correct one? The links are not clearly labeled and the PDFs look near identical. Look at the Oscillating Wave psychic's granted spells. It should have Falling Stars instead of Meteor Swarm, and that triple fire beam spell whose name I can't remember instead of Heat Metal. Also don't have Fiery Body, got Volcanic Eruption instead.
Mikey13 wrote:
The SF2 playtest only featured the six classes that were published in SF2 Player Core. Tech Core isn't annonced, but since it's not the GenCon release and Erik Mona said "it won't be 2027" when someone joked about that on a Discord or subreddit (I saw the screenshot on a Discord, but not the original post), it's probably going to be the holiday/winter 2026 release around the first week of November.
It only now clicked to me that with the instant draw from your kit you can use your normal, 2/10 minute Versatile Vials, rather than an infinite Quick Vial, non-bombers get a field vial benefit with one less action (1 vs 2). A pretty bad idea in most cases, but I guess a mutagenist might be willing to sacrifice one or two per combat on this 1a debuff remover rather than 2a Quick alchemy buffing with additional elixirs, a toxicologist using advanced alchemy or out of combat Quick Alchemy 10 minute prepoisoned weapons he's using himself might boost it a bit with a 1a application of a VV for additional damage, and a Chirurgeon with Soothing Vials can 1a give a small heal and mental saving throw reroll, and with Clotting Elixirs can also give a boosted roll to remove persistent bleed.
shroudb wrote:
This would be terrible for Paizo, it would publicly confirm they’re incompetent or out of touch. Paizo is wise to this, thus the transparent lies when they reverted the published remaster dying rules that 90% of the community hated. Of course it wasn’t an error (Mark had said so, that it was always supposed to work that way!), it was either “we made a decision that you all universally hated, and we’ll probably do it again with no recourse when there’s fewer eyes on the game” or “we have individual dev who sneak in their personal hobby horses as fait accompli and we mostly don’t or can’t do anything about except in extremis” (I think this what happened with the rogue save improvement).
They clearly designed it this way to control action/hands economy if you want both a two handed weapon and a one action grenade ready to go. If you want a second grenade you can do it with three actions: free action release, one action draw, one action throw grenade, one action regrip weapon. Or get the tactical cyber arm and store a grenade inside to save one of these actions.
Tridus wrote:
Actual Psychics get their focus points from class features, not their number of available amps. "Psi Cantrips and Amps" says you start with a pool of 2 Focus Points, Clarity of Focus (5th level class featgure) increases your pool by 1 point.
ScooterScoots wrote:
No, it doesn't. The Thrall definition in the sidebar says "but they are not minions with the summoned trait." Nor are they any other kind of minion.
Witch of Miracles wrote:
Uh, Blister Bomb is standing right over there and you talk about these two first?!
DM_aka_Dudemeister wrote: Given the Dark Archive Remaster outstripped sales expectations, I wouldn't be surprised if there's another book of Occult shenanigans with more psychic options added to the slate in the near to mid-future. I suspect this was just a result of the new store being too incompetent to not force subscriptions on people who already had the book and their warnings about this in advance not being received or heeded.
kaid wrote:
The alternative vacuum rules in GM core are more extreme. GM Core page 86 wrote:
Of course there are a few problems with this. (1) Weapon strikes aren't "actions with the cold, fire, and electricity traits." Monster ranged and melee attacks with elemental damage pick up the trait, but there's no rule applying that to PC weapons that do that via base damage type. (2) Many fire actions/spells are going to be laser based, and aren't going to care about a vacuum. C'mon, guys. (3) It's self contradictory about spells: second sentence says magical energy spells don't function, last sentence says magical effects do function.
Astral Rain also does physical damage with the force trait, and reportedly that didn't change. Maybe they were wrong or spreading disinformation. (At least one guy on a Discord I'm on gave an answer to a question then embarassedly admitted he'd said it as a joke after it got repeated on that Discord, another one, and Reddit as a thing really in the remaster that no one, including other people with the new book, bothered to check...)
One sin often attributed to Paizo is overvaluing flexiblility in class design and attributing too much power to it. That may be what's going on with how they view the Psychic. Are Psychic amps generally stronger than the strongest options available to other (non-Wizard) casters? You can argue it. What you can't argue is that the Psychic gets 3-5 "focus" spell options without investing a feat, 6 "feat" options if they do invest a feat, while other casters (generally? I don't remember all the remaster changes) only get one free focus spell and have to invest one feat at a time to match the number of menu choices that a Psychic gets. Now actual use per combat/day of effective focus spells or amps is much closer post remaster with minimal feat investment by other classes. But the versatility without investment is there, and Paizo cares about that stuff. Unicore wrote: I am curious is etheric shards still does piercing damage with the force tag as well? Unicore wrote: In that case it does look like imaginary weapon was singularly targeted. I guess that means that 2d8 heightening on a focus spell was decided to be too much. Astral Rain is another example of physical damage type with force trait in the psychic toolbox. I don't think that one changed, either.
Squiggit wrote:
Well, not for that reason.
Claxon wrote:
All death effects do this by going instantly to dead, do not pass dying conditions. Common death effect spells good for regenerators are Death Knell at 2nd rank to kill them on a failed will save after they're at 0HP and Vision of Death or Toxic Cloud even on a success for half damage that reduces them to 0HP. But they don't help with the Marut who is immune to death effects as part of it's old "part construct" heritage. What can still kill a Marut (and other regenerators) is suffocation - there's nothing in its stat block saying it doesn't breath or giving it suffocation immunity. But PF2e suffocation effects are very rare, usually require crit fails (or running down long rounds of breath holding on a regular fail), or require you to dunk an unconscious creature (oops) under water. Suffocate (premaster necromancy, so might get the death trait remastered) and Vaccum are the two "crit fail and immediately suffocate" spells I know of that could be used to kill regenerators immune to death effects. Both are incapacitation. There's also a wand that modifies the Mist spell to require you to hold your breath if you could somehow safely hold or trap an enemy in it long enough for it to run out of air. Finoan wrote:
This can generally be handled by spamming cheap Death Knell scrolls until they die or dunking their unconscious head in a bucket of water until they drown. Both bypass the dying condition rules. But a Marut specifically is immune to death effects and can't be knocked unconscious, so getting it drowned/suffocated is difficult.
Squark wrote:
Jenny said weeks ago on the discord she frequents there won’t be a ship public playtest. I expect Tech Core will be the November (“Christmas”) release. That puts it a similar number of months after the class playtest as the Impossible Magic book (16-18).
I think one reason the SF2 sniper rifles got trimmed back on fatal/deadly damage, which PF2 guns don't share, is that they have the Pick category extra damage crit effect. So for anyone with crit spec the Shirren Eye actually does 1 extra damage per die on average (+2 per die crit spec, minus 1 per die lower fatal die). Of course the Arquebus's gun crit spec is plenty powerful, it's just not damage focused.
David Acevedo 280 wrote: Is the Errata for Radiant Zone witch warper feat (p 172) the same as the original text or am I missing something? Almost. There's a typo in the original text, it reads "Creature who begin their in your quantum field." (Begin their what?) The new errata specifies it's "begin their turn in your quantum field."
The Starfinder spell New Game has a 1v1 combat application in a virtual environment. Maybe tone that down or adapt a dual Quandary like effect (which is another thing New Game can do). PF1 had a psychic mindscape spell, I think, that allowed mind to mind discussion and combat. Make it harmless and time compressed.
Just be sure you apply it consistently between resistances and weaknesses. This is just a specific example of the undefined “instance of damage.” If each square is an instance then resistance to the hazard type makes it trivial, but weakness is a death zone. If you make it per move action it’s an equally mild outcome for both. I suspect if Paizo ever was forced to rule they’d say per move action.
ssims2 wrote: The blog post mentions changes to the Striker operative specialization, but I don't see any in the errata. It and only it benefits from the general change providing crit spec for all expert weapons since its different proficiencies didn’t match the old language. That said I think it may still not cover unarmed.
Fireball and other physical spells are probably those that subtle doesn't usefully hide you as the origin - the spell energy still shoots out of you to the target sight if you're retaining the old "a pea sized speck of fire emits from you to go out and explode" that is the historical baggage they don't explicitly print as part of the flavor text anymore. Dropping a Confusion 8 or Phantasmagoria, which more plausibly totally invisible, is still good for some sneaky mass murder, though. At that point maybe Empyreal Lords start sending dreams about you to wandering champions, or level 20 investigator with arcane/occult caster multiclass shows up with Retrocognition to get some clues.
Titanium Dragon wrote: (and unfortunately, probably a lot of reprints of Secrets of Magic spells and other things). Spells and items that were such a crime, they need the RPG cops to prevent them a second time. OrochiFuror wrote: Seems unlikely they would fit 4 (non-core) classes in one book. Especially with the kinds of fixes and extra content people expect for summoner and magus. Would leave far less page space for anything else. I do hope the two remaster classes get a great book and some TLC, however it happens. If the impossible book is an effectively remastered Secrets of Magic they can fit in the two new classes by removing the elementalist archetype (already republished in Rage of Elements), the defunct spell schools chapter, hopefullly almost all of the truly terrible spells, most of the more than typically bad items, and one or two other archetypes if needed.
Squark wrote:
My first thought was no, but I couldn't figure out what mechanical change this errata was making. But you're right, it takes away the option to sustain for more than one attack in a round, which the comparable witch focus spell and psychic amp (which also has extra utility beyond attacks), do have. So while the heightened damage would still be quite high, it's not as crazy if you can't do 2 attacks plus a stalk every turn. I'll play it as heightening normally and deleted my OP to keep this cleaner since it's (probably) a nonissue.
pauljathome wrote:
If it’s good enough for a mythic rank 7 spell summoning a demon lord’s corpse, it’s good enough for every fifth level caster.
I can’t speak for the PF2 side, who exercise fearsome social media discipline days, but Jenny J’s responses to questions about stuff like this on a SF discord where she’s active suggest her perspective is “this is just a game you shouldn’t take this seriously” (I paraphrase pretty closely) and pretty plausible but less clear that she may think customers who can’t or won’t just do a table ruling and move on with their lives are a bit dim or obsessive. (Is the latter in dispute by anyone but the supremely obsessive?) I appreciated the honesty of the viewpoint everytime she expresses it and it certainly explains a lack of urgency for errata. They’re vibing new stuff (and playing a lot of video games) to make money, ring up that credit card and don’t sweat it, compadres.
There are a few void effects that work against objects/constructs/undead. The Entropic Stabilizer weapon upgrade and Awaken Entropy spell (Dark Archives) immediately come to mind, there may be one other spell out there. Entropy Strike is sort of on point in SF2 - it's poorly written, but seems to intend that it convert to the acide version from void for any target that is an object or nonliving creature.
Yes, people are wrong about how early GenCon books are generally announced. And both “generally” and “announced” are also not particularly reliable descriptors. They’ve done teases in Twitch, Paizocin keynote announcements, and increasingly stealth product page postings or retail reseller leaks attributed to when/how they sell forthcoming books to wholesalers/Amazon/B&N pre-“announcement.” Last time I looked at this first word of GenCon books as a promised product runs January through late March.
Driftbourne wrote:
As Vortext noted above, Bardic Lore doesn't let you use Charisma with it, so there's actually no problem here. Bards must also invest in intelligence to use this.
Squiggit wrote:
You’re not narrowing it down! |