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![]() Vasyazx wrote:
I still remember a lot of forum threads hating on kelemvor for not getting rid of it anyway. Still in a universe where actual gods exist it is not super shocking that such beings are crappy to puny mortals unwilling to worship them. At least pharasma is generally a pretty neutral arbiter in the forgotten realms the people with that domain before kelemvor were actively malicious. ![]()
![]() Grankless wrote: I'm so fascinated by the extent to which people will just straight make up things about Pharasma so they can get mad about them. Do any Forgotten Realms gods get this treatment? Probably Mystra? If I recall correctly kelemvor who is their arbiter of the dead also has similar issues. Worse because instead of go find a nice place in the bone yard to sleep option for staunch atheists they stick them in a wall to scream for all eternity. ![]()
![]() SuperBidi wrote: Exactly what YuriP says: You won't break the game by being too generous. But you can break it by not being generous enough. So don't hesitate to give items, even a lot, and let your players have fun with them. It's better to be too generous and adjust downward if you feel the PCs are too strong than the other way around. That is kinda my experience that it is way easier to break things by being too stingy vs too generous. PF2e really wants you to have a certain amount of stuff and things get squirrely if you don't have it. ![]()
![]() I just went and check on archives again all of the animal while not stellar for a feat is a solid upgrade over basic survival for subsisting. A normal role to subsist you have to get a crit success to feed two people. All of the animal basically makes it so there is no roll if you have a large animal you will get enough food for two people. The biggest issue with it is the forager feat is just all around better. it does effectively the same thing just better and eliminates some of the negative options on the survival roll as the worst you can do is success. ![]()
![]() Powers128 wrote:
I don't know that Groteus hates anybody. He knows in the end Pharasma will die and he will get to watch it happen. He doesn't need to do anything he is just there watching ants scurry around knowing that nothing the ants do really matters. ![]()
![]() Claxon wrote:
May make more sense if you tie the 2 people to the size level. So if you take a medium sized prey you get enough for 2 if you take a large enough for 4 huge 6. Also one thing to note is sure amount of meat is useful but not all meat is the same. Take moose for example if all you do is eat moose meat you will eventually starve because it has basically 0 fat. There are parts of the moose that are fatty but it is significantly less. You can use moose meat to bulk up other things but if all you have is moose meat you are going to be very full eating moose steak/jerky/soup all day every day for a while and slowly withering away while doing it. ![]()
![]() R3st8 wrote:
Eh at least their souls are not being stuck in a wall to scream for all eternity. Honestly being given the choice of being judged and going on or choosing not to and just sleeping in the boneyard until creation ends seems a pretty reasonable option. It is not like the people in rahadoum don't understands gods literally exist in that setting. They understand when they die something is going to happen and having the choice to simply have an eternal rest seems like no bad thing. ![]()
![]() ElementalofCuteness wrote: Wait Treasure Vault is getting Remastered!? Makes sense for it to get a remaster. It is a big book of gear so when they need to reprint pretty easy lift compared to other remaster books to go through and get everything especially the alchemy stuff up to remaster standards. ![]()
![]() GameDesignerDM wrote:
Mythkeeper has a pretty good casmaron entry that covers pretty well everything we currently know about it which was a lot more than I had ever seen. ![]()
![]() keftiu wrote: It doesn't hurt that we've still got an entire Tian Xia's worth of plot hooks unharvested for the future - and with luck, Arcadia will join it soon! Arcadia at least has some pretty fleshed out info with the gazetteer in the guns and gears book. It is not as beefy as the mwangi or impossible lands books but it gave us way more and better info than we had previously had and solid maps/layouts of arcadia. ![]()
![]() Archpaladin Zousha wrote: I find it interesting that Pathfinder's essentially following its predecessor's path of not making giants themselves a playable ancestry (Starfinder 1e being a unique exception), but a giant-lite one with weird skin: goliaths have their lithoderms (bony lumps on the skin that when combined with their gray and black skin tones gave them a literally craggy appearance, something that was disappointingly neglected as the editions rolled on to make them more conventionally attractive <_<) and now jotunborn will have their "weavings" with silk literally embroidered into their skin. The starfinder setting it is a bit easier to deal with very big players but I can see them being a bit more hesitant for this to be a thing but with them finally letting large ancestries in howl of the wild I am not too surprised that jotunborn is a thing now. Given all the magic around and giants being not uncommon in a ton of areas some hybrids was bound to show up sooner or later. ![]()
![]() Squark wrote: When I signed up for GenCon and was asked to choose a complimentary book for volunteering to run 6 sessions, it was just listed as "Upcoming Pathfinder Rulebook" or the like. Could be SF2e as well as I think that probably winds up in/around gencon in 2025. But the more generic name even when they are pretty sure what should be release is just covering their butts in case some major shipping disruption happens. ![]()
![]() Master Han Del of the Web wrote: That would also give a lot more room to flesh out the state Numeria is in post-Iron Gods, which has got to be a wild place. Also post war of the immortals. God knows what kind of stuff is happening when shards of god armor/blood rain down on a place as messed up as numeria. ![]()
![]() Hilary Moon Murphy wrote: There's got to be some disadvantages to being a merfolk. I think one of my first purchases as a merfolk will be walking cauldron filled with water that can follow me around! There are also plenty of ways of grabbing an archetype that will grant some cantrip or option to generate water if it becomes an issue. Choosing to be a mermaid on land is something the player needs to accept will require choosing some things to make that reasonable but the free mobility feats makes sense. If you are on land to begin with there probably was some reason so you are either naturally gifted or your people hooked you up so you could perform your quest. ![]()
![]() Master Han Del of the Web wrote: I do imagine there's a place for a more robust set of rules for achieving the right flavor for Numeria. The vibe of Numeria was definitely not just 'Starfinder on Golarion'. Traits for things like salvaged tech, relevant archetypes, Numerian-ized monsters, etc. Yes having SF2e means the stuff is there and balanced so fleshing out the numeria aspect of interacting with tech that is thousands of years old and of suspect levels of repair and stuff that surrounds it. You could much more easily do a smaller lost omen book like the high helm book to cover numeria if you don't have to put in the entire amount of gear from SF2e. You can focus more on the setting and player options for interacting with the stuff and how to acquire it and what kind of state the gear is in. ![]()
![]() JiCi wrote: Well, if Starfnder 2E is supposed to be 100% compatible with P2E, we... won't need a Tech Guide. Any item from SF2E book could be used for P2E in Numeria. Yup at this point it would almost be strange if we don't get some numeria stuff once SF2e is out because all the rules would be available to make it work and compatible. ![]()
![]() Brinebeast wrote:
Where the junk in the trunk may just be a castle picked up and offered as a bouquet. ![]()
![]() moosher12 wrote: So I'm pretty sure it's a given that the Mechanic will have both an augmentation subclass and a drone subclass. I hope they get a subclass that emphasizes boosting armor, shields, and weapons. I suspect the armor/shield/weapon boost class will be inventors which honestly fits pretty well when you take inventors up into starfinder setting. ![]()
![]() gameipedia wrote:
I am pretty sure magical theater kids seeing a miles long elephant/headmaster are going to swoon. ![]()
![]() Et cetera et cetera wrote: A lot of things in the remaster were renamed due to the OGL situation. The Horsemen of Apocalypse are clearly figures from mythology meaning that there isn't a legal reason to change the name. But the rename happened at around the same time as a lot of other renames. Why the rename? Well probably chose that because the riders are may not be men nor are they necessarily riding horses. This way it opens up options without really changing the motif that much. ![]()
![]() Blue_frog wrote:
That was my thought too. The fact that tox now can affect basically every thing with their stuff is a huge buff compared to before when there were wide swaths of common enemy types you could not use any of your normal tools on. ![]()
![]() ElementalofCuteness wrote: Martial Necromancer Class Archetype - Graveknight. If the Battle Harbinger can do it Necvromancer can also you trade spells for martial capabilities and become bonded, not so bad. The necro class really does seem like it could benefit from some kind of war priest/battle harbinger class archetype for a death knight sort of thing but also one for a undead companion type build along the lines of druids with their pet option. I think a lot of necros would love an option to gain a undead companion either so they have one main pet to go along with all the random thrall summoning. I think the war priest model should work pretty fine. Fighty enough to justify being in melee give them better armor probably medium at the cost of some casting potency. Honestly be neat if they had access to a skeletal horse companion so you could be a necro night on a skeleton mount. Your spell casting is going to be less powerful but between your melee and your mount it likely would be fine without being OP. With probably capping out at master spell casting they gain thrall generation at a slower rate and capping out with less per cast than a normal necro. ![]()
![]() WatersLethe wrote: Archer skeleton thralls scratches a certain itch for me, that's for sure. This is probably the lowest hanging fruit to fix it. After the level where flying becomes more common be able to summon one of your thralls per summon has some basic ranged attack move that lets you do your basic thrall attack at some reasonable range. ![]()
![]() Tridus wrote:
I am going to theme mine as my necromancer etching the spells on my own bones. Best way to hide it from people who would not accept a necromancer. ![]()
![]() Squark wrote:
I think this is offset at least a bit by the fact that the setup is also basically an attack. Having a move and a couple attacks is a pretty normal first round for a lot of classes and this is also setting up a couple thralls to work with. Now if the cantrip only summoned thralls with no other effect it would be problematic for sure. It is going to be interesting to see how it plays out. I am guessing a lot of thralls are going to get smacked down by third attacks but every thrall getting smacked down is one attack that is not potentially hitting a party member of literally anything else more useful. I think it will be interesting to see in play how it is on paper I think it should work but it is weird enough I will need to see how it plays out. ![]()
![]() PossibleCabbage wrote: Being able to start the cone from any square within 30 feet and aim it however you like solves a lot of the fundamental problems with cone spells. That and one of the spells if it hits another thrall with that cone can make friendlies safe from the cone. This allows for a lot of bank shots to either maximize enemies without worrying about wrecking your own team. Very curious to see these in play they seem good. ![]()
![]() I think the play test should be interesting to shake out how far they can lean into the focus spells. I think they are adding so many to figure out what works and what does not and what people like or don't like. I think once they shake out how that plays they can figure out if necros remain 2 slot casters or maybe get bumped to 3. Right now it is in a position to really force necros to use necro toys to really shake those out adding more spells is a known thing and easy enough change to make for release. ![]()
![]() Zoken44 wrote:
Undead familiars are already available in the undead book and I suspect that will be an option for live just a matter of no reason to test it right now as the stuff is already in game. I also sort of expect one of the grim fascinations to be an undead animal companion. Given their thrall deployment plus attack being one action it seems like an animal companion type pet would work pretty well with the necromancer power set. ![]()
![]() Zoken44 wrote:
I also was hoping there would be some more grave cantrips. Some other boss a thrall around thing that does not eat a focus point. Could also be variant create thrall that is a two action cantrip that summons thralls + some kind of other effect or summons more thralls than the one action version and lets you attack with two thralls with MAP changing after the attacks. ![]()
![]() Invictus Fatum wrote:
That is an excellent question about dead weight. The only reason I can think to try to escape is if you are using one of the later feat thralls like perfect thrall but that comes online so late it seems pointless. Dead weight is not useless as it still likely costs them an action but given how trivial it is to smite the thrall off you just seems like it isn't doing what it seems to want to do. ![]()
![]() Blave wrote:
I think I was confusing something in the description in demi plane as giving a focus. If you go human pretty easy to get to 2 focus points the one you are given and then using human to grab a second one. That said if you are a human you very likely have 2 focus at level one and at level 2 3 focus points. Given how many of their feats are focus spells you are going to have max focus points very quickly regardless of your starting race. ![]()
![]() Blave wrote:
I think I was confusing the cantrip as giving a focus. Was working with demi plane. If you go human pretty easy to get to 2 focus points the one you are given and then using human to grab a second one. ![]()
![]() Ravingdork wrote: Necromancer is going to be a real pain to automate in Foundry. Honestly I think the bookkeeping aspect is probably the reasons the thralls are stationary unless acted upon by some specific command/spell. If you had the option to move them all around at will the amount of time/energy to deal with them would be problematic. You could probably automate it like dropping terrain objects. Mostly just there doing nothing but can be acted upon to do specific things. ![]()
![]() Squiggit wrote:
Honestly for a low level caster their sustainability at low levels seems really good. You are going to have minimum 2 focus points off the jump and if you are a human maybe 3 because even their level 1 feats are packed with focus spells. It is going to be interesting to see how good it feels to have a boatload of focus spells by mid levels but early levels I think necros are very sustainable. ![]()
![]() Zoken44 wrote:
Necros have an option that lets them blow up a thrall to get a focus point back once every 10 minutes. That is way better than what a familiar can do for less cost feat wise. Still having a lil undead familiar would make a ton of sense so adding a baseline necro familiar feat would make total sense. ![]()
![]() Unicore wrote:
Honestly a necro using minions to find/remove traps is pretty on brand for a necro. I sort of suspect thralls probably won't carry over from one fight to another. It is likely a case where you just spend your first turn dredging some up and given they do an attack when summoned it is not an unreasonable opening round. ![]()
![]() Zoken44 wrote: Still, popping three bodies to stand in the way, and potentially do something else the next round, that would make the enemy spend damage attacking them instead of the team. Even if it's their last attack of the round, that's an action they lost. That is the interesting thing. Enemies can pop them easily but it takes actions to pop the thralls so do you try to pop them to clear them out or ignore them. If you pop them you are spending resources to do it but if you don't then there are bombs just looming around you ticking away until the necro pops them. Very like the initial launch of diablo 4 just about anything can pop your skellies but replacing them is a snap of your fingers so it works out to be fairly tanky just through ablative minions. ![]()
![]() Perpdepog wrote:
Honestly the thrall system seems way more diablo necro than I was expecting they would let it. You can pop out a lot of thralls but they are super squishy and totally disposable. I would bet there will be feats that let you boss a blob of them around so it probably will scratch that itch pretty well. ![]()
![]() moosher12 wrote:
Oh yeah necromancer for sure is going to be minimum uncommon possibly rare just due to the squick factor and just really not being appropriate for all campaigns/groups. That said come on necromancers being out yer dead! ![]()
![]() nicholas storm wrote:
I am curious given the timing of these things if the battle harbinger was designed before the remaster stuff got finalized. The battle harbinger with the premaster warpriest probably looks like a much stronger comparison. Warpriests got a lot of love in the remaster and really fits the niche of fighty cleric well now. ![]()
![]() Perses13 wrote:
I am very tempted to make a halfling exemplar and have an icon frying pan.
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