Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Roleplaying Game Subscriber. Venture-Agent, Switzerland—Fribourg 24 posts (25 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.
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Finoan wrote:
I don't normally allow rune effects on consumable weapons. I definitely don't allow fundamental runes on them. No, you can't add a Striking rune to your Greater Acid Flask. I don't even know how to math that.
I could be convinced to make an exception for this.
Normally this would be a place where Ghost Charge bombs would be the right tool for the job. But Animate Dreams are not Undead and do not have Void Healing, so that wouldn't work.
True and I wouldn't either normally, the rules are clear on that in general. The Pearlescent Pyramid Aeon stone is however one of those limit cases where I thought better to verify.
As for Ghost Charges, fully agreed, most incorporeal are undead. The bad surprise I had with Animate Dreams (RK was not my friend that time) meant that I looked for a "blanket" solution.
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Claxon wrote:
Well, it does take an action to activate and can only be used once per minute so there are some limitations.
And it's not cheap.
But if it's something you're encountering regularly it might be a good solution.
Yes, it's certainly not cheap but in a PFS context, it's something a character can access without having to purchase a boon. Also, the activation is not for the base effect of the Pearlescent Pyramid. The Ghost Touch is granted as a passive for all weapons and unarmed attacks.
The one that requires a one-action activation that can be used once per minute is the Resonant Power gained when setting the stone in a Wayfinder and it gives See the Unseen for 1 round effect giving See the Unseen for 1 round.
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Thanks for the replies and glad to see my hunch was correct. My alchemist had some problems with animated dreams and I have been looking for solutions to bypass the DR of incorporeal creatures.
This way has also an additional benefit. In case my alchemist is somehow stuck in melee and drinks a Bestial Mutagen, the unarmed attacks gain ghost touch as well without further investment.
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A fine point I would like to ask the community for advice as I'm unclear about it. The Aeon Stone grant Ghost Touch property to the weapons and unarmed attacks of the bearer.
Alchemical bombs are weapons, so I would say that the aeon stone does the same to them which would lead to some interesting results for an alchemist. What do you think of it? Would this work in a PFS game?
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The focus spells of the draconic bloodline should be revised so that if the sorcerer has a draconic exemplar, he use the exemplar's energy and area type as a barbarian would.
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Hello GrandStooge
If you want the current books for the Remaster Edition of Pathfinder 2e, you want to look at the Monster Core 1 and 2. Each of them has a different list of monsters.
The Bestiaries are books from the older, pre-remaster edition of Pathfinder 2e. While their content is still mostly usable with the Remastered rules, it will require some adaptation.
The material from the Bestiaries is being updated in part in more recent books such as the Monster Cores or some Lore books like the Draconic Codex coming out in the next few days.
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ChiaPet wrote:
If you're referring to the preview images on the store page, I wonder if those are just placeholders from the original, non-remastered version. On one of those pages, they still have alignment noted for various characters. I assume those would be removed as part of the remastering of this book.
Perhaps it's just my copium for also being disappointed when I saw that the high level Psychic feats were exactly the same...
Yes, definitely placeholders in my opinion. Several of the feats on the preview images are listing pre-Remaster spell schools (evocation, transmutation, etc.) as keywords. So wait and see.
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To add my 2 cents on this discussion, before Earthfall, Bellkzen was the Thassilonian region of Gastash, domain of the Runelord of Gluttony and breadbasket of the empire. The whole reason why Tar-Baphon came here was to pillage Runelord Zuthas' necromantic secrets
Earthfall in itself may have changed things a lot given its impact on the Saga Lands' coastline, but we also have to take into account that the Runelords were not adverse to use their magic for geoengineering (for example to create an artificial climate, including air pressure, to make Xin-Shalast viable as a metropolis despite its altitude)-
I could easily see Zutha using some kind of life force transference necromantic process to enhance land fertility. When it failed during Earthfall, it left the land barren and the current status is the land actually recovering slowly. Alternatively, containment failures on Thassilonian artefacts may have poisoned a naturally fertile land that is taking millennia to recover. In both cases, Tar-Baphon would just have made things worse and slowed down recovery even more
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Hello Waldam
There are a few. They're usually known as multi-table scenarios. As those are created for special events, they only become available to the general public a year or so after their release
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Yes, the exemplar is the folk hero class. I also think that the text from WoI aslyr quoted means that Gorum is not the only source. It's just that the Godsrain created several exemplars in a short timespan, making them less of a rarity.
After that, the exemplar is the occasion to have a bit over the top origin stories for your character. The one I created for the PFS owes her powers to swallowing very special monkey hair as she stumbled in the middle of a battle between two cultivators in Quain.
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If you are referring to the population of in Xin-Edasseril which is now part of New Thassilon, the 'jump' was from -5293 AR (Earthfall) to 4718 AR. It's indirectly related to Alaznist's manipulations
Putting the reason under a spoiler as there is some Return of the Runelords info:
Belimarius had the bad idea to purchase Karzoug's help when creating her runewell to escape Earthfall. Of course, the components and advice the Runelord of Greed provided her were sabotaged and Belimarius had no time to make the needed verifications.
Xin-Edasseril ended stuck in a temporal loop, repeating the week before Earthfall again and again for 10,000 years (the inhabitant had no memories of the loop). The physical manifestation of the loop on Golarion was the crystal dome of Crystilan, impervious to all forces and impossible to enter, or so it seemed.
As part of the events of Return of the Runelords, the loop became unstable and one of the objectives of the fifth scenario when entering the City Outside of Time is to break the loop and allow Xin-Edasseril to return on Golarion, which was a success in the official timeline
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I have been following this discussion and this is my 2 cents on it, as I am currently playing an 11th level Gluttony Runelord (retrained a wizard into it and we're starting Spore Wars). Please note that the following is just my opinion and personal interpretation. I'm posting it as I have now played a Runelord for a few sessions and it may contribute to the discussion.
Overall, I consider that the archetype is worth it and it fully scratches my specialist wizard itch. I consider that the bonuses already mentioned by others are worth the anathema and I actually like a lot that it was done this way rather than with a straight removal from the spell list like in the earlier edition, as it opens for more RP opportunities where you could decide to willingly violate your anathema to save the day.
I fully agree that the anathema requires interpretation and can make things complicated if you cannot agree with your GM on something more precise. I can see it becoming a real problem for PFS games but for a home game, it's not an issue.
The errata regarding the charges was a hit, but it comes with a bonus. With the charges accumulation, buying a staff was pretty much mandatory. With only the added spells and potential added staff passive abilities, it shifts to 'nice to have', which is a boon for a wizard who often needs the GP to fill his spellbook.
Regarding the last point if the personal rune contains the heightened version of the spells, my interpretation is the following: in my opinion, in PF2e, spells function following a similar logic as alchemical items.
For example, an Elixir of Life has different versions of different levels that are separate items but share the same basic formula, with the rules clearly explaining that knowing the base formula is enough to prepare any version if you have the level for it.
If you apply that logic to spells, you learn the spell's formula when you acquire the spell and then you can cast it using different, separate versions, depending depending on your level and class mechanics. A wizard prepares a 3rd or 4th rank fireball in the same way an alchemist decides to make a Lesser or Moderate Elixir of Life (even if he will usually prepare the highest-level version of an elixir, the rules does not prevent him from preparing a lower version if desired). The spontaneous spellcasters' need to memorize spells of various ranks separately also points in the direction of spells of different ranks being separate objects, with the signature spell mechanic allowing for some more flexibility.
Following this logic, I think that the Runelord's personal rune contains all heightened versions of the sin spells, because they are separate objects in the same way the various versions of an alchemical elixir is.
Regarding this comparison of spells and alchemical items, I personally know that I had difficulties to lose some habits from earlier editions where a spell was a single object with variables depending on the caster's level rather than a collection of objects with a shared formula. Maybe some other people have the same difficulties.
As mentioned, I know this is only my opinion and interpretation (and therefore anecdotal) but I hope it will be useful to this discussion.
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I'm what some people would call a Grognard. Started playing in the 1980s and D&D with the red box, then went through all editions while also playing other games like Call of Cthulhu, Pendragon or Nephilim.
Like several commenters I read, I was disappointed by D&D 4e. Several good ideas, but the result was very much less so, so switched back to 35 and then to PF1e for two reasons. Mechanically, I considered it fixed many of 3.5's problems but the real clicker was Golarion and the related Adventure Paths.
I played and GM'ed for years in Mystara, loved the world and I consider Golarion its successor. I loved GM'ing and playing through several APs (my group had lots of fun with Skulls and Shackles and Jade Regent for example). I really appreciate the depth and thought given to the Lore books. The Travel Guide is a favorite of mine, helping me flesh out many aspects of play.
I switched eagerly to PF2e because I had seen the problems of 1e as a GM several times, for example when GM'ing Iron Gods. PF1e has a tendency to fall apart at high-level, while PF2e is a lot more stable.
Sure, it sacrificed some things to reach that, but I think it did it well and it also brought several things like the 3 actions that I can't see doing without now.
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I personally prefer Bulk to Weight, though for me the simplified numbers is just a bonus.
What really matters to me is that I don't consider Bulk to be only a different weight unit. I consider Bulk to be a compound indicator depending on mass, volume and shape and therefore a better system to measure encumbrance.
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Aristophanes wrote:
Based on almost no information at all, I'm predicting(hoping) that poisons, at least some, will work like some spells, in that they will have a minor effect, maybe sickened 1, on a save, a more serious effect on a failed save, and a catastrophic effect on a critical failure. That would make them worth using. I have a feeling that that's the direction they're going with them.
I agree. The little we have in the First Look blog
Paizo Blog wrote:
Poisons, curses, and diseases are a far more serious problem to deal with, having varied effects that can cause serious penalties, or even death.
Combined to what we more recently learned about spells and degrees of success goes that way.
It also makes more sense in my opinion. Even if you manage not to die because of those curare-tipped blowgun darts, you're going to feel it.
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Regarding the move difference between elf and dwarf: while it will be something to take into account, there will likely be options that make things less clear-cut. TheFinish's scenario could also likely be this:
Elf Wizard, Dwarf Fighter. Speeds 30 versus 20.
Round 1: Adjacent, Elf Wizard's Turn. He moves three (90). Eats AoO. Distance is now 90.
Dwarf's Turn: He runs for 4x speed (80). Distance is now 10.
Round 2: Elf Wizard casts a spell. Two Actions. Moves (30). Distance is now 40.
Dwarf's Turn: Sudden Charge (Moves 40 and strikes once), Strikes a second time.
Round 3: ...
The wizard could of course probably also run on the first round for 120 ft. movement but the goal of the above is just to point that things are probably not as simple as they may look at first sight.
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Personally, I think the half-orc and half-elf should keep their own entries rather than being replaced with a generic 'half-blood' mechanic.
My main reason for it is something Golarion material has been hinting at and that is more prevalent in Starfinder: half-elves or half-orcs forming communities and developing their own culture as something different from either of their parent species.
I understand the point of view of people who want to keep setting-neutral but even in this case, the option to have those 'true half-elves' or 'true half-orcs' is something they can use (or not) in another setting than Golarion
More generally, I'm a big fan of the toolbox approach, probably because of the time I spent playing point-buy games à la GURPS some years ago. I think that the approach chosen keeps things codified enough for each ancestry to keep some fundamentals while opening up the rest to customization. It's also a good occasion to rebalance things. as eddv pointed out, some of the PF1 races sorely need it.
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BretI wrote:
kedrann wrote:
Hostile NPC wrote:
[snip]
Nicely said. This is pretty much the logical reaction of the common Golarion folk in my opinion.
Also, I read some comments about 10 years being enough for a change. In our 21st century global village, yes, it is. By medieval standards where most people only have legends about what's happening in other countries? Rather think a century or two
Golarian isn't a medieval society. They have instantaneous methods of communication (Animal Messenger, Sending spell, Teleportation, etc), methods of seeking guidance from gods (augury, commune, etc) and a host of other options that no medieval society had. The technology available on Golarian is all over the map in terms of our timeline.
If Legend Lore starts bringing up Goblin heroes, people with power are going to notice.
I have to disagree. Many of the country descriptions I read are medieval in my opinion, typically for countries like Brevoy. Also, in my opinion, most common folks (and not people in power) have little access to magic and little interest about what happens beyond their village.
Sure, a king can decree, after hearing those stories, that goblins are not to be killed on sight. He may even be able to get it past his councilors who advise him not to take such a controversial decision, but at the cost of nobles immediately using it to plot against him. Even in Andoran, I can see bitter political fights on such a question.
In the end, it's a question of how each of us sees Golarion. My group is mostly composed of people with a background in history and we're probably more cynical about such matters than the average table.
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Hostile NPC wrote:
This is just great. First, goblins attacked our flocks in their pastures and set up camp there. Second, we have adventurers come into town. Which, of course, means our economy is going to be absolutely buggered for the coming year and that rotten artificer down on Elm Street is going to be able to buy out another bloody politician.
Now of course we're going to have some bloody adventurer take a shine to one of the goblins we ask them to dispose of and opt to allow it to tag along with the rest of their bunch. No sirree, this is an awful idea and awful premise that in essence emancipates the goblin tribes after they have sullied our land and slain our kinsman. There is absolutely no way that we commonfolk should be subject to the abject whims of the powers that be when they decree that suddenly goblins should be regarded with a sense of normalcy.
This is an outrage. I am outraged. And I shall be petitioning the aristocracy to deal harshly with any suggestion that the goblinoid scum be forgiven or considered welcome on this material plane.
Nicely said. This is pretty much the logical reaction of the common Golarion folk in my opinion.
Also, I read some comments about 10 years being enough for a change. In our 21st century global village, yes, it is. By medieval standards where most people only have legends about what's happening in other countries? Rather think a century or two
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I'm rather ambivalent about the Goblin being core. As someone who extensively DM'ed Planescape back in AD&D 2nd Ed. days, I'm open to diversity but our group usually applies the following rule: non-standard choices can mean that the character will encounter prejudice.
To give an example, a fellow DM from my group is very fond of Ustalav and the Cthulhu Mythos. He loves having us meet superstitious villagers (the kind that are more likely to think that the Sarenite paladin vouching for the goblin is in fact some fallen demon-worshipper).So, given the species' reputation, the survival probability of a Goblin PC is rather low there and may very well end with the group having to kill villagers to save their own lives.
So with the info we currently have, including the fact the timeline only advanced by a decade or so, I see no way to justify Goblins being accepted in most places. I'm willing to see what the dev will suggest but it's likely I will discourage players from taking it in my campaigns.
Regarding the mechanics, I like the principle of allowing greater customization. We will however need more to see how well it balances with the rest, so we'll see in August.
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Kiln Norn wrote:
I really do love all the 'Having to raise my shield is terrible' talk. One way or another using a shield is active. Are you moving your body to get the shield in the right position to block an attack? You are actively thinking about and using it. Are you moving your arm to put your shield in the way of an attack? You are actively thinking about and using it.
Not to mention there is one other step here that people aren't getting yet. Swing, swing, block is not a bad thing in this edition. Forgoing that -10 swing is forgoing a 50% increased chance to fumble and possibly get slapped for it while increasing your AC by (lets say 2) 2 and decreasing your chance to be crit by 10%. That's not a terrible action.
Now we have Expert, Master, Legendary equipment that for weapons gives a +1, +2, or +3 to hit. Possible that will transfer to shield AC. Then suddenly that +2 for raise shield is not a +5 for raise shield and the chance to be crit went down 25%.
I fully agree with this. We don't know enough about the 'equipment' side of shields at this point and this may change a lot of things about the benefit of raising one's shield.
Regarding the changes of the fighter and what we can guess of the interactions with the new action economy and some things said about the combat maneuvers being improved, I like it a lot.
Two thumbs up for the Power Attack revision. I currently have a chainsaw-wielding Barbarian in the AP I'm DM'ing and I'm seeing problems with the P1 Power Attack all right
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I'm liking it. I have some concerns about the execution but I'm lacking information about the following point to complete my opinion:
1) I remember seeing some hints that the item prices will change. Depending on how (and the related WBL in the new economy), this may change a lot of things about how Resonance works.
2) We have heard that they are redoing alchemical items and that there will be a skill called Medicine. It seems likely that there will be non-magical healing options. If alchemical items do not use Resonance and we have 'alchemical healing poultices', then the impact on potion will be limited.