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I don't think we know what the main inspiration for Imrijka's outfit is... Sometimes we get some insights from Wayne Reynolds but I don't believe I've seen any in the years since the APG released. The Spanish Inquisition skit has always been my assumption but I also always think of Carmen Sandiego when I see her in art. Perhaps Alucard was mentioned in design notes for Wayne. I'm not sure if anyone would even remember at this point.
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It's interesting that Player Core 2 also went a little more literal with the blood portion of bloodline (at least with some of the new options). It feels like the same design idea is being brought to life here. I'm not sure what tradition bloodrager will be - I lean towards a choose a tradition like suggested based on your usual... Prey. But maybe they will simply pick arcane and add to it based on what you consume.
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Kobold Catgirl wrote: It doesn't sound like there's any bloodlines, considering we already know the "blood" name is about the blood they drink. It'd be weird if "bloodrager" was referring to two unrelated "blood" components. It could still allow for both with feat options, or special text with the blood rager dedication that let's you grab feats as if you had sorcerer dedication.
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Mangaholic13 wrote:
I'm not sure that will do anything to change the damage dealt, but being Tiny does make reach a bit of a problem.
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Spirit Warrior brings up a question of the intent of fist Strikes and needing a free-hand, as well as using the parry and disarm traits added to a fist when both hands are occupied. I won't regurgitate the whole discussion but it would be good to have clarification on the general intent.
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NerdOver9000 wrote: Here's to hoping mine gets shipped by tomorrow- I've got a society game on Saturday and I'd love to bring a new hybrid study magus to the table! You have to wait for options to receive organized play sanctioning before using them in Society play - so that won't happen until the 28th at the earliest.
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StarlingSweeter wrote: Just got my PDF for this adventure a few hours ago and…WOW. From my first run through paizo may have even undersold this adventure. Its epic in every meaning of the word, delves into a lot of lore, a ton of interesting player facing options as well. I haven't given it a thorough read yet but I would be please to answer any relatively spoiler free questions about it to build up hype. I'm very curious on the spoiler side of things but ignoring that.. how does the Red Mantis archetype handle spellcasting? Is it divine plus the new wizard school?
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CaffeinatedNinja wrote: Arcane shroud was nerfed rather badly. More flexibility in what you cast but the spell now only lasts until the end of your next turn at best. It used to be end of your next turn or the spell's duration, whichever is longer. I'm fairly sure that was a confirmed mistake which is why it was restricted for PFS since launch.
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I'm hoping Thunderstrike is only replacing shocking grasp in that it is taking its place on revamped creatures, items, and bloodlines/deities. They have said that OGL-era options will still be valid and I think magi will be happy about that when choosing attack spells.
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Ryuujin-sama wrote: I do wish there was a way to sustain it as a free action, as is you have fewer actions to move or strike than a Wild Shape Druid. There is the Sustaining Dance, but that isn't as much movement as a normal Stride, usually, and isn't helpful if you don't need to move and would be trying multiple strikes or maneuvers. There are some upsides for the Animist - aside from the 1 action initial cost it also has the upside of the status bonus being added from using the form's attack bonus instead of the other direction. This means you are not being pulled towards boosting your physical attack stats and this battle form is good for flexing into a backup martial on a character that hasn't specialized into it at all. Sustaining Dance does feel pretty mandatory so that you can Leap into melee range (or even step out of range after Striking).
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breithauptclan wrote:
I just wasn't sure if it came up in a Q&A or remaster panel that I had missed - but it sounds like no. Battle forms seem like something that could be cleaned up a tad with the remaster but time will tell.
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Darkened Forest Form was a spell that initially underwhelmed before I warmed up to the sheer versatility it had on a class that specializes in the very idea of flexibility. My only standing issue is that it feels underwhelming once you cease gaining heightened benefits, namely at rank 8, 9, and 10. Up until then it seems like a great focus spell option for any animist that has it primarily attuned. It feels like adding Monstrosity form mostly fits the theme while patching rank 8 and 9 - does it make sense to anyone else to add those as options? Or do we know of any battle form spell changes that might make these heightenings unnecessary? I could see a high level feat adding the spell to the options as well, especially if it was wandering (I believe the other two feats related to the focus spell are not).
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Syndosis wrote:
Resistance to all damage applies to each damage type individually. Resistance rules wrote: It’s possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. The bludgeoning and cold would be from the same instance, and each would be reduced. Yes, it is very strong.
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Minor Highhelm issues I noticed with the goat animal companion:
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egindar wrote:
Oh, I see. Yeah I generally agree that it has weird mechanics to back-up the flavor, but I think that's there to alleviate any confusion on the intelligence required to make non-lethal and to keep the effect consistent.
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egindar wrote:
The Pacifying rune causes a creature - on a failed save - to take a -2 on attack rolls unless they have a nonlethal attack built in. They take a -2 from the rune if they make lethal attacks. They take a -2 from converting a lethal attack to nonlethal. No matter which way you slice it, it's a -2.
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Evan Tarlton wrote:
Oooooooooh - I wish I had known and subscribed this month. The 28th feels so far away.
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One small thing you may have missed: when you hit 0 HP and fall unconscious, your initiative moves to the turn just before it happened. This gives the party the maximum amount of time to pick said member up including with things like the Heal the oracle used. But it's also possible no one recognized the danger the Inventor was in (or had no way to remedy it) at Dying 2.
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Applied_People wrote:
Those runes are level 8, so out of grasp for the character at the moment. You can certainly make due with no rune, but I do like the crushing property rune at low levels but that only works with a few firearms as far as I know.
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Tactical Drongo wrote:
Alchemical archetypes do not stack with alchemy reagents due to the archetype rules, just fyi.
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Oh and as for a status bonus to AC, I'm not familiar with too many reliable ways to get one outside of spells. There is one archetype from an adventure path that focuses on familiars in combat, but it is an action every turn to maintain it. The Cassian helmet can give you a permanent +1 status bonus to AC against evil creatures, but it is an item that is restricted in Pathfinder Society and many home games.
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Dragonhearthx wrote:
Correct - Scales and Drakeheart do not stack but you may be able to use drakehearts as a way to boost your AC by a point or two at most levels if I am remembering correctly. For a strength monk, I would recommend a stance besides Crane. Wielding and raising a shield can give you a greater AC bonus and something like Dragon Stance could give you more powerful Strikes. The flames stance can give some extra speed with a solid attack, and the level 8 stance Ironblood gives solid flat resistance. My experience with monk personally is that Raise -> Stride -> Flurry is a great routine that should cover the circumstance bonus Crane gives but you can also get even more defenses by kiting melee enemies out rather than going toe-to-toe. Until you get Scales of the Dragon I would recommend Mountain Stance for the reliable AC, but then you can retrain.
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