As a concrete example of making an impulse a spell and blasts a strike, I was looking at Bespell Strikes, level 4 feat. It adds 1d6 damage to your Strikes for 1 minute for a free action. This has just become a must have feat for a Kineticist. Your elemental blast is now damaging the same as if you were 4 levels higher. You can pick this up at level 8. So at level 9 you are dealing 3d8+1d6 per strike. The melee martial PCs are only doing 2d8+1d6.
Collective Transposition allows you to move a creature anywhere within a 30 foot emanation on a failed save. I would allow a PC to put a target in the air. Its a 6th rank spell with a max of 15 damage and prone, and no damage on a successful will save. There are much worse things a PC can do with a 6th rank spell thank 15 damage.
Theaitetos wrote: Here's a Writeup of the Paizo Live event from someone on Reedit for other future goodies: https://docs.google.com/document/d/1AS_d85X_Bbb95BX9GEi3KEghTQcgdIghUX6csxF fDdc/edit?tab=t.0 The-Magic-Sword does a lot of these write-ups. They're pretty great.
We have been waiting for this since the launch of 2E. But it is finally happening. Dead God's Hand is coming in September!!!!! I am very excited about this! Cannot wait! Also in the product description it says Aroden was murdered!
My guess would be in a format like Howl of the Wild and Rage of Elements. Lots of good ancestries, setting info and feats/archetypes/items. Then some great article and in character pages about the First World. Nice to see the Sprite get a remaster pass. Also adding fauns seems like a no brainer after the minataur and centaur. I am interested in memory magic. Also maybe they can squeeze the shifter in there somewhere?
ScooterScoots wrote:
I literally went through all 4th level feats for the Fighter and I literally said answered the question: Yes. Do you disagree with my analysis of the options at level 4 for a two handed fighter?
Riggler wrote: But they didn't even print enough copies to cover subscribers. As a subscriber, I was notified there will be no hard copy for me in the first print run. Paizo has to decide how many to print 3+ months before the street date. They probably looked at the other Remasters and assumed it would be similar numbers. As xNelly said, it was probably a combination of fewer people opted out and higher preorders than expected. As soon as they realized the problem, they let us know and they hope to have the next set of books here by March. If I remember correctly, the first print of Starfinder sold out almost immediately too.
Unicore wrote:
Briny Bolt is from the Gatewalkers hardcover, which is full remaster. Exploding Earth and Splinter Volley are both Rank 2 from RoE and are good substitutions for Blazing Bolt if you don't want to do fire damage for the rest of your life. Unfortunately, the next (and last) spell attack spell is Rank 6 disintegrate. So from levels 3 to 11 you are stuck with one of the three above spells. I would expect to get a few more such spells from Impossible Magic.
I wouldn't be surprised to see some psychic support in impossible magic coming out this year (I also wouldn't be surprised if it didn't get any). Part of the reason I suspect we haven't gotten much Psychic support in the last 3 years is because it was not remastered. Paizo probably didn't want to print anything for the Psychic that didn't work with the new class. Psychic also benefits from any book with new spells in it or spell caster feats, as many are shared between multiple classes.
I think this is a result of an incomplete update of an ability for remaster. Between the original and remaster, the "without a new save" language was added. I think you have two options, 1) ignore the new language and give targets a new save every round OR 2) no new save, on a F/CF the penalty goes up if they are still in the area when it is sustained. My preference is option 1. It is simpler. I think that a creature that enters the emanation on subsequent rounds is affected the same as a creature in the emanation on the first round (see "it repeats the effect...")
I agree that even if Razmir were to die, the cult would continue. Look at other organizations in a similar vein in the real world. I like the idea that the cult leaders pull a Dalai Lama. "Yes Razmir shed his mortal coil, but he was reincarnated in the form of this child who very conveniently was born at the exact moment of Razmir's death. It's a miracle and proof of his divine power!"
I decided to put together a homebrew an Aether and Void Kineticist. I started with a quote from a sidebar in Rage of Elements about the "elements" of aether and void. I had three goals in mind when designing these elements. First was I wanted to be as true to the original void and force kineticists from Pathfinder 1 as I could. Secondly, I wanted to create more unique and original impulses that play into the unique aspects of each element instead of just reskining existing impulses. Third, I wanted the new abilities to be balanced against the existing impulses. Force was particularly hard to balance. The Kineticist damage curve is already pretty stingy, but I was worried that giving force the same damage curve as other elements would make it too strong since there are no force resistant/immune creatures and it is a trump card for a subset of monsters (incorporeal). On the other hand, if you pull back on force damage too much then the rough damage curve gets even worse. See the link below for write up. Any input is helpful. Is the ability unbalanced either way (too strong or too weak). Is there some void/force concept that I didn't use that could be better represented?
Sir Belmont the Valiant, II wrote:
This is incorrect. Assurance ignores your ability bonus. It is 10 + level + proficiency. At level 1 that is 13. so it doesn't help you. By level 3 however, even at just trained you hit the DC 15 with assurance. You can hit DC 20 (expert healing 2d8+10) by level 6. Master DC 30 by level 14. Assurance is still 100% the way to go with medicine, it just doesn't come online until level 3 unless you get a proficiency boost at level 2 (see rogue, investigator, etc.) That being said, at level 1 with a +2 wisdom, a PC only has to roll a 10 to succeed at a medicine check.
I just want to start with saying that I really appreciate how up front you all about this process and the changes that are coming. my understanding is that under the current system, your PDF is released once your box is packed and has a shipping label. Which means some people get their PDF the first day of shipping and some get it after the release date. From reading this it looks like you guys are going to charge our cards on the first "shipping" date even if our box is not ready to go. But that also means that everyone who subscribes gets their PDF on the same day. Is this correct?
Berselius wrote: Any of those new Devils make appearences in Wayfinder already? I can't comment on Wayfinder. Of the 5 new devils. 3 are reprints from Bestiary 2 and 3. One is a reprint from an AP volume. There is one that appears to be a brand new devil. The Ayngavhaul (Heresy Devil) is a level 13 and does not appear on AoN.
TheTownsend wrote:
My favorite art has to be either the new Alghollthu art, or the Despair Dragon. I really like the new Abrikandilu art too. For Fiends, we have Demons, Devils, Daemons, Divs, Sahkil, and Velstracs. Asura are all spirits. No new general adjustments.
Psiphyre wrote:
8 New Dragons:
Cinder (Primal)- classic red fire dragon
Coral (Primal)- underwater dragon bound to a specific coral reef. Despair (Occult)- fear dragon with a puppet tongue Phase (Arcane)- teleport abilities (offensive and defensive) Requiem (Divine)- interesting death/life abilities Resurrection (Divine)- as the name implies Rune (Arcane)- etches runes on it's scales Whisper (Occult)- collector of rumors and secrets.
SP - I think that the traits are also there for non-hand attacks as well. Say I have a beast eidolon, and I want their primary attack to be a gouging horn. Usually that kind of attack would not be usable to disarm or shove, but now I can because I added it to the horn attack. Also the traits allow you to use the attack's reach to trip etc. instead of it using your standard reach.
To me edicts and anathema are roleplay opportunities. It creates a permission structure for my PC to do things that are not optimal from a meta standpoint and helps to inform the characters actions and decisions. Another system that my group plays regularly outside of P2 is Savage Worlds. In SW, during character creation, you select hindrances for your character. Some are minor annoyances, some are major obstacles. But they usually lead to the most interesting parts of the character. I had a character that was overconfident and impulsive. Because of that he impulsively accepted the blessing of a blood goddess and even turned against the party to fight for her. The party eventually defeated him, but it is one of the most interesting character and story arcs you table has had. Anathema are an easy way to lay a foundation for your character's personal philosophy and worldview. It informs your characters actions throughout their adventuring career. TLDR; come restrictions on a PC make them more interesting.
Kakita Tatsumaru wrote:
Try a Guardian, they are the heavy armor tanked class. For healing you can just go with Medicine. No magic needed. Take Assurance in Medicine and level it up at every opportunity. Grab continual recovery and ward medic. You can easily heal your whole party to full as long as you have time. You can grab the Medic Archetype to give your Treat Wounds a boost. If you still want lay on hands you can grab Blessed One Archetype instead.
First off, instead of using AI summaries, you should just read the Champion rules. They're free on Archives of Nethys, and really not that long A Calistrian Justice Champion is a ... unique decision. Calistria's Edicts are "pursue your personal freedom, seek hedonistic thrills, take revenge" which don't really jive with the Justice edicts of "follow the law, respect legitimate authorities or leadership" but they aren't necessarily in direct conflict. Remember that the Champion rules say that "As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table—you're still playing a nuanced character, not strictly following a script." As the rules say, these are not hard and fast rules, but an opportunity for role playing. So how do you roleplay a person who both follows the law but must pursue personal freedom? Maybe you are a letter of the law kind of guy, so if something isn't explicitly forbidden, then it is acceptable? Maybe he leans in on Malicious Compliance? What better revenge is there than petty revenge? It also help you to lean into the Calistrian Anathema of not being consumed by revenge. I would suggest talking with your GM about who this person is and how they view these different requirements.
JiCi wrote:
There won't be an "official" post at all. Because its pretty hard to say that you aren't using D&D IP when your official Blog says that you are.
Elric200 wrote: Its not healing font its under the 20tth level celistial rebirth you get 2 7th level heals as inate spells. So I guess y question is can inate spells actuvate staffs if the staff is prepared. No. Innate spells are not the same thing as a spell from spell slots. Innate Spells wrote: Innate spells don't let you qualify for abilities that require you to be a spellcaster—those require you to have spell slots. To cast a spell from a staff you have to prepare it, and to do that you have to be able to cast spells from spell slots and have a spell list, neither of which are provided through innate spells. Casting Spells from a Staff wrote: A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate rank or higher, and expend a number of charges from the staff equal to the spell's rank.
yellowpete wrote: Check again *why* you are actually unconscious when you go to 0. The only thing that makes you unconscious is the Dying condition. If it weren't for the Dying condition saying 'While you have this condition, you're unconscious', you would not be. But the Dying condition is also what kills you. So, the two (going unconscious and dying) are simultaneous. This is not correct. See Getting Knocked Out pg. 410 Player Core Getting Knocked Out wrote:
RAW the dying condition does not give you unconscious, its that you fall unconscious and then gain the dying condition. Falling to 0 HP causes you to be "knocked out." The Unconscious condition stats that "You're sleeping or have been knocked out." When you hit 0 HP, you are knocked out, which causes you to become unconscious. The exception here proves the rule. "If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you're instead unconscious with 0 Hit Points." Being at 0 HP from a non-lethal effect still 1) moves you in initiative, and 2) causes you to be unconscious, but does not give you dying.
Castilliano wrote: He's going from Wounded to Dead, not Wounded to Unconscious to Dead so it's a bit trickier than that. That's not correct. Look at page 406 and 410 of Player Core. The order is 1) roll damage; 2) apply immunities/etc. 3) reduce HP; 4) If Hp is reduced to 0 then become "knocked out" and unconscious; 5) Gain dying condition; 6) adding your wounded condition if applicable; 7) if dying value is 4, you die. Breath of Life triggers between steps 6 and 7. By that point you are already unconscious, so you cannot act to cast the spell. The only instance I could see is may be if you have an ability that allows you to stay conscious at 0 hp and just increase your wounded condition instead. Maybe.
If you are at Dying you, by definition are unconscious and can't act. Dying Condition pg. 443 Player Core wrote: You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Unconscious Condition pg. 446 Player Core wrote: You're sleeping or have been knocked out. You can't act. This is straight RAW. No ambiguity.
To me the purpose of a free hand weapon is to have a melee weapon "in-hand" while using your ranged weapon. So you archer is mostly just using a bow, but a creature comes up to you, you can attack the adjacent creature or use any other "wielding a melee weapon" actions without needing to take an action to pull it out (manipulate) and then drop or stow once you are done.
I only rarely purchase APs (I have 4 total), but I have had problems with the books falling apart. I think switching to a single hard cover will help alleviate that issue. I also agree it will make it much easier to refer back to an NPC or location from earlier in the AP if it is all in one book rather than in 3 (or 6).
Squiggit wrote:
At rank 1 non-amped, you are right it isn't that much stronger than existing cantrips especially considering that it is melee ranged. But when amped, it completely breaks the power curve. You can cast it amped 3 times per encounter. At rank 5 it deals 10d8 to two targets. A rank 5 fireball does 10d6, but you max out at 3-4 of those per day. It's just too strong for an every fight ability and that is pretty obvious since every power-gamer/munchkin/hyper-optimized build grabs it.
Just to get some objective numbers out there. Arcane (including legacy spells like Power Word) has 17 unique spells on its list. Notable ones are Summon Construct, Disintegrate, and Contingency. Divine has 42 unique spells. Harm, Breath of Life, Divine Wrath, Divine Immolation and Avatar. Occult has 37 unique spells. Soothe, Ill Omen, Synaptic Pulse and Synesthesia. Primal has 66 unique spells. Animal/Dinosaur/Plant Form, Lightning Storm and Summon Kaiju. There are 16 Arcane/Divine spells, 219 Arcane/Occult spells, and 228 Arcane/Primal Spells. Divine/Primal has 48, Divine/Occult has 84, and Occult/Primal has 23. A/O/P has 45, A/D/P has 36, A/D/O has 89. D/O/P has 22. Finally there are 57 spells on all 4 lists. Out of 1030 possible spells available. Arcane has access to 707. Divine has 394, Occult 576, Primal 525. Arcane has access to 70% of all spells in the game. Occult and Primal about 55%, and Divine under 40%. Arcane has access to 410 of 576 spells on the Occult list and 366 of 525 Primal spells, and 198 of the 394 on the Divine list. Divine and Primal have overlap of 163 spells, Divine and Occult have 252 overlap and finally Occult Primal have 147. Arcane has access to 70% of the Primal and Occult lists and half the Divine list. So other than Divine/Occult, Arcane has access to the most spells from other lists.
Unfortunately, the EB has to be balanced around too many different spots to allow for easy scaling. Your class DC is used to determine to hit with EB and DC for impulses. Your impulses scale the same as a full Kin, so it has to be weaker somehow. EB can add Str to damage, so it has to have a lower dice damage. Ostilli Host at level 10 gets 3d6 damage on your class/spell DC. EB with just the dedication feat can get 1d8+5 by level 10 for a 1 action melee attack. Average damage of 10.5 and 9.5 respectively. Max save for Ostilli at 10 is 29. Max to hit with EB at level 10 is +17, but it is easier to reduce AC than saves. Compare an innate cantrip at level 10 dealing 6d4 damage for 2 actions, with save DC between 22 (no Cha no spellcasting) and 29 (full caster +5 Cha). A wizard with a weapon is swinging at +18, this assumes a +2 potency rune and +4 strength. More likely they are at +15, but dealing 2d6+3 damage (ave 9). Same average damage as EB and Ostilli above.
EB regular scaling is pretty decent in my opinion. 1dX at 1, same as everyone else. Striking rune is level 4, Kin gets 2dX at level 5. Property runes are level 8, Kin gets 3dX at level 9. Greater Striking 12, Kin 4dX 13. Consistently one level behind. But the Kineticist doesn't have to invest any money in their blast, and it can be both ranged or melee while going off the same stat, CON. You can also add both STR and CON to a melee blast. Throw in 1 level 1 feat and your blast can now have a range of 100 feet, have propulsive, versatile S/V/B, thrown, agile or reach. The martial has to buy separate sets of runes for multiple weapons that they have to spend actions switching out, while the Kin can do all those things in the same round. Level 5, a cantrip does 4d4, average of 10. EB does 2d6/8+4, average of 11 or 13. If you use weapon infusion, it can do 2dX+4+(3 or 4) at 20 foot range, average of 14 or 17. Level 11, cantrip is at 7d4, average of 17.5. EB does up to 3d8+9, average of 22.5. I agree that one level 2 feat should not be as good as a primary class feature.
Kineticist MCD is isn't really great for taking elemental blast. I think it is much stronger to dip in and grab some good impulses. They advance at same rate as a regular Kineticist. I put together an awakened Squirrel Summoner with a Tree Eidolon with FA Kineticist. Blast isn't great damage, but Fresh Produce and Timber Sentinel are great and you have them both online by level 6. That means I can use my limited spell slots for attack or buff spells instead of healing and defense.
Terevalis Unctio of House Mysti wrote:
Yes. I have been a subscriber to at least 1 line for 10+ years. As I mentioned in a higher post on this thread, sometimes I get mine super early, other times a week or so in, and sometimes like this one I am at the tail end. Remember this is not a warehouse like Amazon or some major distributor. Paizo is a small company and are pulling and packing the boxes by hand.
Paizo tried to dump or nerf all the "I win the fight" spells in P2. Containment (nee Otiluke's Resilient Sphere) is a perfect example of that kind of spell. The D&D 3.5 the sphere is completely immune to damage, so if the enemy fails their save you win the fight. The only limiting factor was the size (1ft./caster level diameter). When the spell comes online it is already 7 ft in diameter, large enough for any medium creature. In P1, Paizo pulled back a bit, allowing you to damage the sphere. But it had hardness of 30 and 20 hp/CL (min 140). Again technically damageable, but in actuality, nearly immune to damage. In P2, high damage for a 7th level creature is an average of 20. Meaning with hardness 10 and 40 hp, a level 7 creature is going to take on average 4 actions to escape the sphere. Even a level 9 creature is averaging 24 damage per hit, meaning they lose a whole turn. Pretty good outcome. Even on a success the creature will need to take at least one action to escape, burning their high MAP attack on the sphere. P2 version isn't 100% worse than P1, since it no longer has a max size restriction. Is this the best spell in the game? No. Is it the best level 4 spell? Probably also no. Is it a good spell that is helpful to the party even on a success? You bet.
Quiet Allies in the text says it does not apply to initiative rolls, but that doesn't mean it isn't useful. In Exploration Mode Roll QA: instead of the Champion having a +1 (Dex Mod) instead they have a +8. Champ rolls a 12, so the party is rocking a 20 stealth check. They come upon a group of guards. They have a Perception DC of 18, so the party is undetected by the guards. Option 1: party can sneak past the door to the guard room and avoid the encounter. Option 2: party can attack the guards. Party goes for option 2. Champ, Wizard, Rogue and Ranger roll initiative. Rogue chooses to stick with stealth. Being an expert they have a +13. The other 3 choose to go with Perception b/c its higher than their stealth modifiers. Combat begins. Wizard rolled a nat 20 and goes first. They choose to sneak into the room and hide behind a large crate. They are trained in Stealth, so they have a +9, the secret roll equals a 19. The wizard remains undetected by the guards. The rogue decides to take advantage of their surprise attack class feature. They stealth forward and strike one of the guards for sneak attack damage. The first guard gets to act. They know about the rogue, who is standing in the middle of the room, but they don't know about the Champion or Ranger in the hall. |