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![]() Peacelock wrote:
Seconding this; the changes here otherwise feel kinda underwhelming. I seriously expected more for both of the Player Cores especially, and more stuff relating to game balance/QoL. The fact that Exemplar Dedication wasn't even mentioned is probably the biggest disappointment. ![]()
![]() Lia Wynn wrote:
The thing is, this is a level 5 ancestry feat. It's specifying a Ghost Touch benefit that technically can never be achieved--so why is it included in the first place? Generally if something like that is mentioned, the intention is that it can be accessed. (I guess maybe if you used Runic Body first and THEN this, but then... why is this a level 5 feat? That is a lot of hoops to jump through.) If it was just supposed to give an animal (companion or wild) a +1 benefit to attack and SOMETIMES a striking benefit, there's better ways to word that, but also that is pretty weak for a level 5 feat that is limited to a single heritage. ![]()
![]() Book: Tian Xia Character Guide
The problem is, unlike with players, animal companions cannot benefit from item bonuses, and neither of these types of creatures technically use "striking" runes--instead just gaining damage dice from their level or native progression. Do NPC animals with 2 damage dice just gain a +1 to hit and can never gain ghost touch? Mature animal companions already have 2 dice themselves, but it's not a striking rune and they can't benefit from item bonuses, so does this feat do nothing for them? I think the intent with the feat was at least obvious, but it should probably instead say something like: "For the next 1 minute, one of the animal’s unarmed attacks gains an increase in its total number of damage dice, from 1 to 2. If it already had 2 or more damage dice, it instead gains the effects of the ghost touch rune." ![]()
![]() I'm not 100% sure where to report an issue that probably needs errata, but I did wanna try and bring attention to a bit of an oddity I found with the following Leshy ancestry feat. Quote:
The issue with this feat how it's applied to two entities that don't actually (or wholly) interact with a +1 striking bonus. Animal companions do not gain striking runes nor do they benefit from item bonuses other than to speed and AC. They do gain additional damage dice, but that isn't a striking rune (even if it is worded so they don't stack). This potentially could give them an extra damage die if they aren't mature yet and haven't gotten their damage upgrade, but the ghost touch aspect wouldn't really apply as they aren't getting that from a Striking rune or enchant.NPCs meanwhile operate on a different set of rules, and likewise just have their attack bonuses factored in; if they already have two damage dice, then technically this would give them a +1 to hit on top of it, but that throws into question if it'd ever grant them a ghost touch effect. If it doesn't, then the ghost touch effect actually can't ever be applied to an animal, companion or NPC. I think the intention for this feat is pretty obvious, though, and it instead was supposed to be: Quote: For the next 1 minute, one of the animal’s unarmed attacks is increased from one damage die to two. If it already had two damage dice, it instead gains the effects of the ghost touch rune. Removing the rune requirement/reference. As is it seems more like just using the wording for the Runic Body spell, but applying it to something you wouldn't normally put it on. Apologies if this is not the right place to discuss or report this thing, I'm not exactly sure where to bring up stuff that calls for an errata. ![]()
![]() Player Core 2
Outside of bomber, thanks to how good Quick Bomber is, Alchemist still has a lot of action economy headaches to face. For Toxicologist in particular, while it's only 1 action to apply a poison, it's still 1 action to draw or create a poison, which means it's still basically a 2 action activity. (Compare that to Rogue's Poison Weapon feat which allows them to draw and apply a poison all as one action. I feel like you could make an alchemist variant of this feat as well, though I'm not really suggesting that here.) The real pain point however is field vials: the rules allow a quick alchemy poison to last for 10 minutes once it's applied, but for using a field vial, the poison will only last until the end of your current turn. This means unless you can only use this feature if you can dedicate all 3 actions to a single strike. For other subclasses, their field vial use is effectively 2 actions: they make the vial, and then use it. For toxicologist however, it has to be created, applied, then struck with, a 3 action commitment on a single turn. Action compression is one solution, but another small fix might be to allow the injury poison from a field vial to last until the end of the player's next turn, so they can spread the action cost across two turns instead of having to commit all 3 in one round, sorta like how spellstrike works for the Magus. (I actually would be interested in some more radical changes too to help shore up the non-bomber subclasses, but I feel like suggesting the ability to make Quick Alchemy - create consumable a free action 1/round, even just for items of your own research field might be too radical of an errata for some people. It would effectively give everyone a type of quick bomber benefit that's tailored to their subclass, though.) ![]()
![]() I was considering Kemnebi at first as well, but my main concern was if he'd be able to much more directly interfere with things because he technically had a minion of his in the party. I'd've had to come up with a way for her to resist his control, since he takes notice of the party about halfway into the adventure. Dragonchess Player wrote:
Ultimately the player decided to actually start living, with plans to become a vampire later, so we'll see how that shakes out! ![]()
![]() I have one player who wants to play a vampire, and I'm trying to see if there's any good tie-ins for them as the one who turned them among the NPCs in the book. I've skimmed through all 6 books but haven't read them in depth, so the options I've noticed so far are:
The thing about Kemnebi is, if he knows the characters are after him, how much agency would a vampire spawn of his have in retaliating against him? For Hyrune, my strategy would be that, when Geb indirectly instructs them to hunt him down, he'd also subtly grant the vampire PC a way to resist Hyrune's compulsions so they can hunt him down. I'd plan to use something similar for Kemnebi eventually, if that's whom they wanted to go with, but prior to Geb getting involved that boon wouldn't exist. Does Kemnebi directly intervene with the player affairs to the point where it'd derail things, if they could just compel a PC to be their servant? Do you have any ideas on how you would address this as well? I'd want the threat of compulsion and sabotage to be there, but I also want the player to feel like they can dodge it or fight back against it, but if it's too much I'll opt for another option. And, just to check, are there also any other NPCs that'd be good candidates as a vampire spawn's master? Either that are cooperative with the party or if the party winds up taking them down/overcoming them. (I've also kept most of the npcs' relevance and plot twists a secret: the player only knows the NPCs' standing and general personality, so no worries there.) ![]()
![]() Overall I love the changes I've seen, though from what I've read, I kinda feel like Quick Alchemy should've been split into two separate features rather than one with two separate actions (Create Consumable and Quick Vial). The Quick Vial option is a little confusing at a glance when compared with Versatile Vials, and could've been its own thing of "You create a temporary vial that can be thrown like a Versatile vial, or be used with your research field." Either way, ALCHEMIST IS BACK, can't wait to rebuild one of my earliest characters. I like how the versatile vials regenerate over time: I imagine it as sometimes gathering things as you go about your business, and sometimes letting reactions happen as you work. Imagine a Chirugeon treating wounds for a sorcerer and sneakily putting a few drops of their blood into a vial to prepare a new one. ![]()
![]() I feel like a chart that shows the differences would help a lot. A flowchart or one of those checkmark comparison charts. Trying to wrap my head around this, are the following statements accurate? -Infinite is more tied to OGL content and can still use OGL references
-ORC has been removed from OGL influences, but as a result it can't use said OGL references.
-ORC's main incompatibility with Infinite is ORC requires/grants non-exclusivity, while Infinite requires exclusivity. You'd imagine that the exclusivity would take precedence if you tried to use both, but I'd take it there wouldn't be an advantage to doing so (which is why you can't). Also I guess one question I also have, if you wish to use the world of Golarion specifically, to what degree would either license apply, if at all? ![]()
![]() Quandary wrote:
Good to know, tbh this was my first time posting to the forums so I didn't know the history of this thread. I had searched and seen a few other posts on these topics, but as they didn't reach conclusions, and with the assumption Paizo was still reading this pinned post it felt fitting to ask here. None of the threads I saw came to a consensus on most of these questions so 'answered' kinda gets a bit subjective, plus I didn't wanna necro threads that had a lot of heated discussion. Making yet another thread entirely for it feels redundant as a result. At the very least, my table knows how we plan to rule on each of these questions, but it would be nice to get some sort of official clarification. Maybe if they ever do live QnA's as part of their streams I might be able to catch one of those to ask something, though I'm not up to speed on most social media stuff from Paizo so I dunno if they even do that. graystone wrote: Plausible enough and might be correct: Maybe we'll see something for it when the book gets errata. Is the APG slated to get an errata? If that's the case then I have a feeling all these questions will be answered when that releases. ![]()
![]() Gortle wrote:
Yeah, hence why I'm kinda hoping that Paizo staff might see the question and answer it in stream (assuming they still do that), as the threads I've seen just run in circles endlessly and can get pretty heated. I feel like the familiars need a bit of an errata just for clarity's sake. Until it gets any official clarification, it's probably gonna just be up to GM interpretation from table to table. I know that regardless of public consensus, in the games I'm in the GM's allowing for the added flexibility, just cause item management is kinda painful otherwise for Alchemists if you're not focusing on bombs. It doesn't feel like it's upset any balance yet. I appreciate people giving their thoughts on the questions though. ![]()
![]() I have a few questions on familiars. I've seen tons of debates on these but never any actual definitive answers. 1) Does valet work with independent? Valet states that when you command your familiar, it uses its two actions to transfer up to two items into your hand as a free action. However, the way it's worded makes it seem sorta vague if the command is required to gain the use of valet, or if it hinges upon your familiar's ability to simply act. Meanwhile Independent refers to Command with a proper noun, referring to the command action, while Valet dose not, which is why there's speculation that Valet's may just more be flavor text. That all said--I don't feel like one worn item quickdraw a turn is game-breaking (and it's a way to alleviate the terrible action economy woes for non-bomber alchemists), so I feel like there could be intent for them to potentially work together. 2) Can familiars with manual dexterity use and Activate items, magical or mundane? It's stated in the companion item rules that animals can never Activate items, which is a general trait. Familiars are described as (usually) animals that have become something more. If they cannot because they are still animals, then does that mean specific non-animal familiars or leshy familiars can do so? Or does this refer just to companion magic items? 3) Poison reservoir specifies you must have a homunculus familiar. Does this require a specific familiar, or is it a flavorful way to describe an alchemical familiar? Homunculi aren't listed as specific familiars, but also aren't mentioned at all in the Alchemical Familiar feat, so if it's the prior it feels like a weird limitation. |