|
Xenocrat's page
8,182 posts (8,266 including aliases). 5 reviews. No lists. No wishlists. 32 aliases.
|
|
2 people marked this as a favorite.
|
I mean, he's a god. Did you think he died from suicide or a disease or old age? Stumbled into a blackhole or a mimic or a pit trap that could kill a god? Of course someone killed him.
Blood in the Water is among the best damaging focus spells in the game if you can get it to trigger reliably with an ally using a Wounding rune or throwing an alchemical bomb that does slashing splash damage even on a miss. Once it's on you can just run away and double/triple sustain every round until it drops dead. Similar to Cinder Swarm, but only costs you a focus point instead of as lot.
|
1 person marked this as a favorite.
|
Unblocked refers to the normal meaning of “blocked,” can I walk through it or put my fist through it? It is not a restatement of line of sight. Glass, walls of force, and maybe a sheet of transparent gauze (ask your GM) block line of effect but not line of sight.
|
1 person marked this as a favorite.
|
TheWayofPie wrote: Slayer I’m skeptical of. Ranger is in need of cool feats badly and it feels like Slayer is just going to steal that empty design space for itself.
Meanwhile, Daredevil has a class fantasy nearly identical to the Swashbuckler. I have no idea how this class got greenlit.
We’ve reached peak class bloat.
Yep. On the other hand:
“The Paizo corporation is not very happy with me. That’s ok, I’ll keep playing that slop.”

Tridus wrote: Xenocrat wrote: Unicore wrote: The one caveat I would say about elemental betrayal, which is also still a confusing issue with the damage instance errata, is that fire as both a trait and a damage type creates a problem in the “elemental weakness triggering” game because none of the other elements get to work as damage types. If fire could only invoke at the trait/categorical level, and how that is supposed to work is that it can only trigger once per strike, then there would be no concerning exploit with elemental betrayal. Elemental Betrayal in the remaster specifically removed fire damage as a weakness it can grant. It only works with things that have the fire trait.
Energy mutagens, weapon siphons, and brilliant runes are examples of fire damage without the trait that post remaster don’t work with EB. They still work with the higher level and often save required options available to the 12th level wizard feat, ashes oracle focus spell, and genie sorcerer focus spell. I don't know what this even means in practice. If we're at the point of "fire damage is not a fire effect by traits", that's... something?
Like that doesn't make logical sense. How is literally setting something on fire not a "fire effect"?
I don't know, ask Paizo. It's the way things have been forever. They wrote the fire trait to say "things with this trait generally do fire damage." They've chosen to never write a general rule saying "things that do [energy] damage have the [energy] trait." It most blatantly came up with the SF2 GM Core alternate rules for using energy damage in a vaccum. They don't actually apply to any energy weapons, because the rules refer to traits, and none of the weapons have energy traits.
|
1 person marked this as a favorite.
|
Yes, that conversation was focused on things like weapon specialization (and strength damage, which somehow gets treated like a totally different thing from spec but shouldn't), and the exemplar weapon ikon spirit combined with their version of weapon spec that does spirit.
Unicore wrote: The one caveat I would say about elemental betrayal, which is also still a confusing issue with the damage instance errata, is that fire as both a trait and a damage type creates a problem in the “elemental weakness triggering” game because none of the other elements get to work as damage types. If fire could only invoke at the trait/categorical level, and how that is supposed to work is that it can only trigger once per strike, then there would be no concerning exploit with elemental betrayal. Elemental Betrayal in the remaster specifically removed fire damage as a weakness it can grant. It only works with things that have the fire trait.
Energy mutagens, weapon siphons, and brilliant runes are examples of fire damage without the trait that post remaster don’t work with EB. They still work with the higher level and often save required options available to the 12th level wizard feat, ashes oracle focus spell, and genie sorcerer focus spell.
Occult/divine is really were this stuff lives. Read Omens for long term predict, Behold the Weave for tactical combat prediction/locking of next round actions. You can also flavor Heroism as functioning via precognition to guide you.
Infinite Eye psychic is good for this, but it’s best amp tricks help allies rather than itself.
No, Spell Riposte and Shadow Siphon and similar reaction counters are the remaster approach.
|
1 person marked this as a favorite.
|
Yeah, there's AP encounters where you have 3+ types of enemies plus a magical hazard on the field at once. Use hypercognition.
|
1 person marked this as a favorite.
|
Alchemical Sciences Investigators would be (and were before this errata) OP if they regenerated vials natively or via an archetype, because unlike Quick Alchemy, their Quick Tincture feature does not impose a 10 minute duration limit. If you have 1 hour or 24 hour elixirs/mutagens you can just cycle them continuously to have multiple active on the party.
So Antidotes (6 hours), Antiplague (24 hours), Bravo's Brew (1 hour), Cheetah's Elixir (up to 1 hour), Darkvision (up to 24 hours), Cooling Elixir (24 hours), Eagle-Eye (1 hour), Sea Touch (up to 24 hours), Stone Fist (1 hour), Witchwarg (24 hours).
That's just the PC2 non-mutagen elixirs, not Treasure Vault or AP stuff.
The only remaster things I know with a weakness to spirit are a few aeons and the creature -1 "Soulrider" in Monster Core 2. But I'm sure there are others.
It's easy to add spirit weakness to something that already has holy weakness, however.
|
2 people marked this as a favorite.
|
One of the most awful loopholes is dead, a hundred alchemical investigators weep with the loss of infinite duration/quantity hour+ elixirs.
|
1 person marked this as a favorite.
|
Finoan wrote: When you start getting into mid level or high level your Mystic will not have as much bonus to their area fire DC as other classes will because of the lack of improved proficiency. Being a spellcaster, they do get pretty good Class DC to use This is false. The Mystic, and every single Paizo caster except the Witchwarper, never advances Class DC beyond Trained.
In many instances this doesn't matter because lots of feats or equipment say "class DC or spell DC, whichever is higher," but that's not true of area fire.
|
1 person marked this as a favorite.
|
The instance errata is perfect, no notes, no changes.
|
2 people marked this as a favorite.
|
Lasers work fine because they don't have the fire trait. All energy weapons lack any energy trait and aren't affected by this alternative rule as written.

YuriP wrote: Xenocrat wrote: QuidEst wrote: YuriP wrote: I'm not pointing to the Thaumaturge playing alone. I pointing it as a reliable source of information for the party to find weaknesses. He's more reliable than RK checks in that regard. Ahh, that's right, the weakness information isn't actually RK, and often has a lower DC.
Commander at level 3 will be useful for traditional RK checks, since they get a scaling primary-stat lore that covers creature basics like weaknesses. It doesn’t cover that at all, it’s quite narrow.
“You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak.”
No weakness/immunity knowledge.
So “this fire wyvern, unlike a dragon, cannot be reasoned with” or “it has a fire breathe weapon” or “its lowest save is X” but you can’t
find out how it reacts to fire and cold damage. I always found that restriction odd.
It doesn't make sense to me that asking about a creature's weaknesses wouldn't be useful in a battle or war, and therefore wouldn't be reasonable to use in Warfare Lore. I think it makes sense that a guy leading weapon based soldiers studies as part of warfare whether something is easier to grapple, trip, or frighten, but isn’t memorizing usually pointless stuff (from the point of his specialty) like what elemental spells and alchemical bombs work best/worst.

|
2 people marked this as a favorite.
|
QuidEst wrote: YuriP wrote: I'm not pointing to the Thaumaturge playing alone. I pointing it as a reliable source of information for the party to find weaknesses. He's more reliable than RK checks in that regard. Ahh, that's right, the weakness information isn't actually RK, and often has a lower DC.
Commander at level 3 will be useful for traditional RK checks, since they get a scaling primary-stat lore that covers creature basics like weaknesses. It doesn’t cover that at all, it’s quite narrow.
“You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak.”
No weakness/immunity knowledge.
So “this fire wyvern, unlike a dragon, cannot be reasoned with” or “it has a fire breathe weapon” or “its lowest save is X” but you can’t
find out how it reacts to fire and cold damage.
|
2 people marked this as a favorite.
|
Flame Wisp is an excellent example of a spell that clearly “should” be an extra instance of damage from its description.

shroudb wrote: Xenocrat wrote: FYI, energy mutagen and weapon siphon don’t apply any energy traits, so they don’t work with Elemental Betrayal (they do with the ash oracle and genie sorcerer focus spells). All the fire spells modifying or adding to strikes and the flaming rune do have the trait. Brilliant rune does not. by that logic you are doing Fire damage with your fire mutagen while underwater since "your attacks don't have the fire trait".
which is opposite of the spirit of the rules. It’s exactly how the rules work, though.
Pathfinder and Starfinder are full of damaging effects that lack the related elemental damage type trait. All of the energy weapons in SF2, torch and fire poi in PF2, etc. The trait and the damage appear to
be distinct things sharing a name (and much but far from universal overlap). It’s like how metal trait things do slashing or piercing (or rarely bludgeoning) damage, but zero B/P/S metal weapons have the metal trait.
I welcome Paizo issuing errata for the several dozen to a couple of hundred things that (don’t) work this way if it’s not intended. There’s certainly no coherent pattern to justify house ruling things on an individual basis. Individual vibes based fiat is always in style, though.
|
1 person marked this as a favorite.
|
Good for alchemists who prepoison the party’s weapons.
FYI, energy mutagen and weapon siphon don’t apply any energy traits, so they don’t work with Elemental Betrayal (they do with the ash oracle and genie sorcerer focus spells). All the fire spells modifying or adding to strikes and the flaming rune do have the trait. Brilliant rune does not.
|
3 people marked this as a favorite.
|
If it passes the counteract check, so probably not at base rank 6.
You may not like it, but assurance medicine is what peak performance looks like.
“Somehow, all of the enemies started carrying fire resist consumables that (almost) entirely counter your instances of chip fire damage.”
I don’t think Dragon Pearl tea got deleted at all by the same name but totally different item in Draconic Codex. Paizo is infamous for incompetently reusing names to cause confusion. 2e is much better but we still have several double uses (compared to probably a dozen 1e triple and even quadruple uses of the same name for different (or the same!) mechanical categories).
Leaden Steps (electricity weakness, requires failed fort save and sustain to keep it going, heightened slot for meaningful weakness)
and
Incendiary Ashes (ash oracle focus 3, failed fort save gives heightened 3-10 fire weakness for 1 minute)
Are other options for imposing a weakness. Incendiary Ashes is pretty great because it’s a good AOE blast as well, and the save requirement is less painful if you target more than one enemy.
Each spell still gives a round of weakness on a successful save, so you can still semireliably do an alpha strike on a boss if you set it up.
|
2 people marked this as a favorite.
|
Wow, why is the one action stance feat on a master proficiency class more powerful than the no stance feat on a legendary proficiency class.
|
1 person marked this as a favorite.
|
Wow, I totally forgot how that works. I never actually use Earn income.
You can keep rolling new rolls as many days as you want until wipe out the cost. You can’t apply the first roll to as many days as you want.
Basically this puts you in the same place as an item crafter - you can always do max level Earn Income as long as you’re applying it to the cost of a spell and you’re using a “real” skill instead of Lore to do it.
The uncommon inhalation poisons (which feels like most of them…) are much stronger than the common ones, for another example.
And dragon pearl tea isn’t that big a deal, like every other 1 minute activation, 10 minute duration thing. (“I’d only have four nickels, but it’s odd that it happened that many times”)
A triple sustain of Blood in the Water is a good way to usually get three hits of spirit damage in a round - if you manage to hit once with a astral rune strike as a witch you can get four instances. But this isn’t anything to do with the new rule.

Tridus wrote: NorrKnekten wrote: Tridus wrote: This is the spring batch, I think? It's labelled "spring 2026". Would be great if they can get it out soon though. Maya Coleman in the errata thread wrote: It's that time again, everyone! The team has asked you to now make a FALL 2026 errata thread! They let me know the following as well for those who have questions about the recently updated PDFs!
1. These are errata to go with book reprints.
2. There will be some Player Core 2 errata coming up as the spring errata.
So thank you all for helping us out again and contributing! I'm locking this thread, but please keep things coming in the Fall one you make! Sure sounds like player core 2 errata is coming in this batch but wasnt ready right now huh. Well its possible that last "spring" is a typo there, but it would make sense if they mean that it'll be coming in the spring (since its still winter after all).
That would be good news! :) Spring for retail company is usually a six month period beginning January or February. February is common for those with lots of post-Christmas sales and clearance they want to capture in January but budget/track with Christmas. Fall is the other six months.
|
2 people marked this as a favorite.
|
Paizo loves their rare Acrobatics/Athletics only "do or die" abilities. Only the Worthy is a guaranteed pin on a few very high level creatures if you drop your Mjolnir on them because they don't have the skill or the crowbar to Force Open.
|
21 people marked this as a favorite.
|
...are people really complaining that Stunned now only takes away the number of actions listed on their condition value in all circumstances instead of potentially getting 4 actions for the price of 1?
1. The Fate option on Summon Irii (Rare rank 8 incarnate spell).
On the arrival round all attacks, perception checks, saving throws, and skill checks get a minimum of 10 on the die if you roll lower. That will often guarantee a success, and if you have something like Master/Legendary saves to upgrade you to a crit save you're immune to relevant effects that round.
2. Fortune's Coin (Treasure Vault pg 114-115).
If you fail a check or attack you can as a reaction flip a coin, and if you get the right result your die roll is set to 12 or 14 depending on the quality of your Coin. So for master/legendary saves, this converts 50% of fail/crit fails into a crit success.

Trip.H wrote: Xenocrat wrote: Trip.H wrote: I think it's possible (actually very likely) that the Fireworks Technician language is specific rules that override this, forcing you to choose to split your VVs between regular VVs (if you have access via archetype) and pyrotechnic ones that only work with FT abilities. But since FT abilities generally suck, this archetype is (remains) a convenient dedication to add regenerating vials onto any other source of quick alchemy benefits. Nope, that's the normal wording. The author of F Tech just decided that the precedent of all other archetype alchemy didn't apply to their personal creation, and that it was fine for their special pyro to break the Alchemist, ugh. It's certainly possible that with another source of Quick Alchemy benefits both pyrotechnical vials and standardd VVs work for all pooled quick alchemy options, with the only meaningful distinction between the two being fire/acid when thrown as a bomb.
But I don't really think bomb uses of VVs via archetype is significant. The only real point of the Fireworks Technician archetype remains the dedication and only for the regenerating vials for other unrestricted quick alchemy options. And it remains absurd for that purpose.
How many ways are there to add weaknesses (preferably elemental) to an enemy to help PCs stack up multiple weakness triggers per strike (via things like elemental mutagens, arcane cascade, spellstrike, Flame Wisp/Blazing Armory and similar spells, Bespell Strikes, flaming runes, etc.) under the new Player Core errata/clarification of how damage instances work?
1. Inflammation Flasks alchemy bombs (Uncommon, AP)
2. Elemental Betrayal focus 1 spell (witch, two feats deep via archetype)
3. Wish-Twisted Form focus 5 spell (unremastered Genie bloodline)
4. Vicious Debilitations ruffian rogue feat 10 (B/P/S only, but there are definitely some ways to add an extra instance or two of slashing to strikes, e.g. Serrating rune and Serrate focus spell).
5. Seal Fate spell 4 (it's bad!)
6. Forcible Energy wizard feat 12
What else?
|
1 person marked this as a favorite.
|
Trip.H wrote: Ascalaphus wrote: Another way to read it is that if you wanted more flexible flexible vials, you should avoid firework technician like the plague because once you take it you can't use the vials for anything else anymore. Alas, but nope.
Remaster is very clear on "alchemy benefits"
I think it's possible (actually very likely) that the Fireworks Technician language is specific rules that override this, forcing you to choose to split your VVs between regular VVs (if you have access via archetype) and pyrotechnic ones that only work with FT abilities. But since FT abilities generally suck, this archetype is (remains) a convenient dedication-only pick to add regenerating vials onto any other source of quick alchemy benefits.
|
4 people marked this as a favorite.
|
Ravingdork wrote: Spring 2026 Player Core errata wrote: Page 301: The polymorph trait has been updated to clarify how Speeds work. In the second paragraph, before the final sentence, add: “You lose your Speeds and gain those of the battle form.” The last sentence of the first paragraph has been adjusted for space, but has the same function: “Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature.” So if I cast fly and then cast [polymorph spell] I can no longer fly? Correct.
|
7 people marked this as a favorite.
|
Trip.H wrote: Xenocrat wrote: Except the text says the whole strike, not the base weapon. Even spell based additional damage is within that "whole strike" bucket, lol. What their example is saying is that they do not think so.
|
4 people marked this as a favorite.
|
Ascalaphus wrote:
Another way to read it is that if you wanted more flexible flexible vials, you should avoid firework technician like the plague because once you take it you can't use the vials for anything else anymore.
No, because the errata has this: "Special If you have Quick Alchemy from another source, such as being an alchemist or having the alchemist archetype, you can choose each time you create a versatile vial whether it’s a standard vial or pyrotechnic vial."
So you get quick alchemy benefits from anywhere else, just pick up Fireworks dedication, and now you have regular alchemist recharge ability and just ignore all the fireworks specific stuff. It's great for humans who pick up Alchemist dedication at 9th and fireworks dedication wherever, as long as they don't care about entering other archetypes.

|
3 people marked this as a favorite.
|
Trip.H wrote: Lol, omg no way. Paizo's still contradicting their own weakness rules in their example.
Quote: So what happens if a character hits a terotricus with a +2 striking holy flaming cold iron battleaxe and has two different spells that add cold damage to their Strikes?
...
The holy trait adds 15 damage from weakness to holy; the trait applies to the whole Strike, and happens only once. ...
No my dude. If each source of "additional damage" inside of a Strike is a separate instance, and the whole Strike carries the holy trait, then every separate instance would proc the holy weakness.
You need to think of things like elemental/spirit runes and spells and elemental mutagens as things "attached to" rather than "inside of" a Strike. The holy trait applies to physical (almost always) strike damage (if there's some fire only unholy/holy fiend/celestial strike, as I'm sure there is, then it attaches to that), not to the riders that various extra bolted on magical/achemical effects are putting on it.
|
2 people marked this as a favorite.
|
Thaumaturges keep winning, because at a minimum you can (per previous Mark Seifter expressed intent) add a Personal Antithesis on top of all the regular weaknesses you're already triggering. This seems fine (and was intended), because you're just getting your equivalent of precision damage or rage damage as your minimal class booster.
Or you can double dip an elemental (or spirit or holy, as appropriate) Mortal Weakness if you already have the appropriate rune. "Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change."
I don't think this lets you double dip B/P/S weaknesses or weapon material type weaknesses, because those are inherent to the weapon. But maybe you treat the Mortal Weakness as a separate "inherent to but on top of the strike" type of trigger like sanctification?
Easl wrote: NorrKnekten wrote: MadamReshi wrote: Instances of damage clarified! What suprises me is that apparently any additional damage to strikes from spells and other effects trigger individually.
Magus wants to load up on Flaming rune and Ignition for those fire-weak enemies. :)
And Flame Wisp spell and Arcane Cascade (Fire) for 4x fire weakness triggers.
graystone wrote: Let me just look up 'instance of damage'... From your mouth to Paizo's ears... I can't believe they put it in the FAQ today.
|
3 people marked this as a favorite.
|
I don’t think you can take any free action without a trigger inside a combined activity, so the issue is that’s spell strikes explanation of why spell shapes don’t work is underinclusive.
|
1 person marked this as a favorite.
|
The Analyst WW is honestly the closest to how the old Precog played with its ability to reroll saves/attacks and enemy saves off of focus points as a form of fate manipulation. Both the precog and WW in SF1 had lots of spells on their lists that let them do similar reroll things, but precog's paradoxes as a class feature were an extension that didn't require expending slots.
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.
|