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![]() SuperBidi wrote:
I very much did not miss the changes made by the Remaster, thank you very much. The entire guide is written with the easier generation of panache kept in mind. I also started playing Pathfinder second edition with the Remaster and didn't know much about the class before it, other than people were always complaining about Panache generation being too hard, so the assertion that this guide was written for the pre-Remaster Swashbuckler is doubly ridiculous. Flashy Dodge competes with much better feats which use your reaction, and triggers only for one attack you have to announce its use for before the roll is made and therefore deserves its rating. The Acrobat is absolutely worth a blue rating. Autoscaling Acrobatics for the dedication alone and an extra effect on a critical success for Tumble Through make the dedication by itself amazing and some of the follow-up feats (which include one good easy to take skill feat and another even more amazing one (Quick Spring) locked behind a Firebrands requirement) are also still good candidates to take later on. I noticed Get Used to Disappointment not having a hyperlink and rating before your feedback post, when incorporating some (much better delivered) feedback from Reddit, it has now both the hyperlink and a green rating. And thanks for trying to gatekeep a class, which is absolutely for everyone, to "more tactically-savvy players" (like yourself, you think, I guess), which is not true. My least technically-minded player in my Abomination Vaults group is playing a Swashbuckler and is doing pretty great with it. I guess thank you for the feedback, but not in the least for the tone in which it was delivered. ![]()
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![]() My guide to the Remastered Swashbuckler has been updated, taking into account feedback in regards to styles and class feats, with an expanded weapon and archetype section and new sections for magic items and sample builds. Hyperlinks and a side index have also been added. ![]()
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![]() It's basically a forum tradition, when you get your first e-mail you (if you choose to participate) say "Now my watch begins" and when you get your second e-mail (which is when you can download the PDF and your items have gotten shipped) you say "And now my watch has ended". It's a Game of Thrones thing, back when people still cared about the show because it was good back then. ![]()
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![]() Lia Wynn wrote:
To address those points: 1.) Gatewalkers is also widely seen as a bit of a misdirect, since the group is supposed to be paranormal investigators and that plot is resolved in the middle of book one (source: Tarondor's Guide to AP's 2025). The AP veers into a completely different direction then. The general recommendation for the AP is to rewrite it completely, which is the exact opposite reason why I buy AP's in the first place. 2.) Sky King's Tomb quite clearly is the "dwarf AP". Yes, you prove yourself in that AP as competent, but that the (probably) dwarf heroes are then sent to Kyonin where they (pretty arbitrarily, I might add, by winning one battle) are chosen as diplomats for the elves by the elf queen to help organize the outside nations help to battle Treerazer is thematically very difficult for me to personally work with. I mean, to me "let's play the elf-AP with an all-dwarf party" sounds like the beginning of an RPG Horror Stories reddit thread. 3.) The problem with Curtain Call is that the theme of the AP is, by its nature, very theatrical, i.e. you'd expect characters with an large emphasis on skills and performance to show up. Few 1-11 AP's really feature that. Most focus on fighting and maybe a bit of problem solving of the mystery kind. Having a low-level AP with a more entertainment/theatrical focus would really help with that particular AP follow-up. ![]()
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![]() James Jacobs wrote: We do have some plans for more direct sequels in the works. I'd hoped Curtain Call's lead-in would help it be a sort of evergreen sequel, but it sounds like folks want more direct thematic follow-ups. So... yeah we have something like that in the works—in particular, the Seven Dooms for Sanpdoint and Revenge of the Runelords having strong thematic links. Believe me, I look forward very much to Xan-Xan's revenge for us letting him burn on that scale. And Seven Dooms for Sandpoint does seem like the perfect lead-in. :) ![]()
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![]() James Jacobs wrote: Sometimes it's okay to start a high level Adventure Path with fresh characters. Sometimes it's a breath of fresh air to not have to do the grind through lower levels again just to get to the adventure you and your group REALLY want to play, especially if by the time you get there, the group has broken up for whatever reason. Which, judging by the sell-through rates of all previous 1st to 20th level Adventure Paths, happened a lot. Hence 3 part ones. People buy and play part 1 of an Adventure Path far more often than any other parts, regardless of what level that part 1 is for. And so it makes sense from a financial standpoint and a customer satisfaction standpoint to sell more part 1s in a year. Well, as a possibility maybe it'd be possible to make two three-parters (not even consequently, but maybe one year apart?) which "rhyme", i.e. indirect sequels, as The Raven Black just pointed out? For the people who do prefer playing 1 - 20? ![]()
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![]() James Jacobs wrote:
I can live with it, since the points you make are quite true. However, one thing I got to say, having AP's like Spore Wars, which pretty clearly is the "Elf AP", without an appropiate lead-in is a bit annoying. I look at the 1-11 AP's on offer currently and we have Abomination Vaults (which I am already running and Fists of the Ruby Phoenix is the already agreed-upon follow-up), Gatewalkers (which is widely seen as one of the worst 2E AP's) and then Outlaw's of Alkenstar, Quest for the Frozen Flame, Sky King's Tomb and Triumph of the Tusk, which are all pretty inappropiate entries into an elf-centric AP. Warden's of Wildwood would probably be much more doable, but ends at level 13, which makes connecting it to Spore Wars quite hard (except if I would tell my guys that they don't level for the first module and rewrite all encounters, too). Curtain Call also seems to have not really have an AP which leads well into another AP which is a lot about heavy roleplay and theater. Again, I get the advantages you guys see with 3-parters, but it'd be nice to have the RP-heavy low-level AP which connects quite well (both in terms of theme and levels) to the high-level RP-heavy AP. Same with the elf-centric war AP. ![]()
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![]() Dr. Frank Funkelstein wrote:
I said "pull away" for Derring-Do, not "comparable". The Gymnast already is comparable from level 1 due to +1 circumstance bonus you get to Athletics, which later becomes a +2 circumstance bonus. I'll assume that you'll start with a +3 in STR, though. Class feats like Flamboyant Athlete and Agile Maneuvers already give you advantages to the use of Athletics before level 10. There is high synergy with the Clawdancer archetype as well for the Gymnast. With Combination Finisher you can also include Finishers with a good chance of hitting in your rotation, although constantly generating Panache for Derring-Do is something you need to build for. ![]()
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![]() siegfriedliner wrote: The time I felt most frustrated with the finisher system is with the gymnast where your gymnast mechanics mech terribly with your finisher mechanics so I endwd up frequently ignoring finishers in favours of trips and grapples and derring do. If you take reactive strike and have a fighter or ranger worth standstill in the party your be fine damage wise but ignoring a main class feature is a little sad. But that was with the old edition haven't played a remastered on yet. As far as I am aware, Gymnasts are supposed to not be build around finishers, due to Derring-Do. They have great synergy with the Clawdancers archetype, though. ![]()
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![]() Deriven Firelion wrote: I don't see those as optimal builds. The One For All is better as an archetype feat on a bard or charisma caster than on the swashbuckler. Yeah, but at that point you are not playing a Swashbuckler, but another class entirely and maybe you wanted, y'know, to play a Swashbuckler and not a Bard who would be occupied doing his buff / cast routine anyway. You only get three actions in a round. Also, for athletics maneuvers the Gymnast Swashbuckler is very comparable to other frontline classes and pulls away after level 10 due to Derring-Do. At this point you are kinda putting down the class unnecessarily, because you didn't discover the secret sauce which miraculously makes it as good as a Rogue or Fighter in dealing damage. It has other advantages over them in areas which you are clearly not even concerned with, as laser focused as you are on DPR comparisons. Even when SuperBidi came up with a rough build including spellcasting, you just dismissed that. I personally wouldn't want to play such a build either, but since DPR is your own god-king of premises if its even worth playing a class, it was at least a valid attempt by SuperBidi to fulfill that premise. ![]()
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![]() JoelF847 wrote:
I think they would need warehouses in the EU for that, which is a thing which they don't have at this point, which was addressed in the comments of the rebuild of their webpage blog entry. ![]()
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![]() Thrawn82 wrote: Is the may shipment coming out later this time due to convention craziness? I rather think the tariff crazyness situation has more to do with it, especially since it seems to change daily. ![]()
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![]() AJCarrington wrote: I don't expect manufacturers/published to absorb these taxes...so, prices are going to go up (especially for those of us here in the US). Actually even more for us abroad, since Paizo will need to raise their book prices for everybody and then our own customs will tax the more expensive books even more. On the more expensive months (i.e. the ones with two hardcovers), I usually already had to pay an extra 30 Euros in import taxes on the books, this will now go up even more, depending on how Paizo handles the whole thing. Of course the situation is still in basically daily fluctuation, but at some point Paizo will need to ship their monthly stuff. I think they are holding off for the moment in hopes that the tariffs may be suspended for another few months, but we'll have to see. ![]()
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![]() Again, if you have a near-useless third action, it is because you did not take the "do something useful with your third action" feats, like Elegant Buckler and Elaborate Parry. There are options there, not everything has to be about DPR. ![]()
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![]() Deriven Firelion wrote:
Alright, all good points. I truly had forgotten that the extra damage is completely not applied to Reactive Strikes. Probably something for 3E. ![]()
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![]() Deriven Firelion wrote: Then Mr. Swashbuckler is watching the rogue attack again and again and again ...and miss and miss and miss and miss again, oh there was a 20 between all those misses... Deriven Firelion wrote: then reaction Opportune Backstab for often 6d6 as well. And the fighter just hammering away. And the big old raging barb is also. Then Mr. Swashbuckler does a Reactive Strike or an Opportune Riposte and says "Huh, that works as well". ![]()
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![]() Deriven Firelion wrote:
The AC was decent enough (though not overwhelmingly so compared to other classes, except at the very high levels when DEX builds pulled away, anyway). You would do better taking a few levels in Swashbuckler and then going for one of the absurdly good classes like Alchemist if you wanted really good DEX-based AC. The +1 damage/lvl was nice. But that damage was precision damage, which was not doubled on a critical hit like in 2E and otherwise suffered from the same limitations as precision damage suffers from in 2E (i.e. immunities to it). Oh, also crit immunity items also made you immune to it as well. For a high damage build, you normally still went to two-handed weapons and other classes, because of the normal limitations of a single one-handed weapon build in 1E. ![]()
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![]() You must be one of the only people I've ever heard refer to the Swashbuckler in 1E as "overpowered". ^^ It was a dip class, take the interesting stuff from level 1 (to maybe 3), then take levels in a better class. The overreliance of the 1E Swashbuckler on swift actions for multiple things the class wanted to do and the only one good save, which was Reflex to boot, made the class unattractive as a single-class character for high level gaming. I can tell you that from experience playing a Swashbuckler from levels 14 - 15, after which the character died because he had run out of Charmed Life rolls for the day and met a lich. The 2E Remastered Swashbuckler is a much better designed class overall. ![]()
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![]() Deriven Firelion wrote:
Swashbuckler has access to Reactive Strike and Tumble Behind, so they also have easy access, if wanted, to off-guard for their enemies and an additional attack at no MAP. Deriven Firelion wrote:
Reactive Strike is pretty consistent, I've found, since enemies normally move around a lot. Also, at least Swashbucklers get some damage if they miss, which the Rogue does not get. To the best of my knowledge, I could be wrong and there is some ability which gives damage on a miss. Deriven Firelion wrote:
In practical play my group isn't that far yet, but mathematically it would make more sense to switch to Confident Finisher and get Precise Finisher to do your entire finisher damage on a miss. Or you have enough teamwork in your group to make consistent hits more likely, so using Bleeding Finisher would make more sense. As usual with PF2E, it depends on your campaign and how well your group works together. Also, if your player who plays a Swashbuckler hates so much the feeling of missing his one big strike per round, maybe he is playing the wrong class in the first place. I don't know if swinging for the fences and maybe hitting one in ten attacks with MAP would make him feel better, though. Maybe he should just play a Fighter with Exacting Strike if that is his problem. ![]()
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![]() Ascalaphus wrote:
The Swashbuckler, in my experience, has rather a pretty tight action economy, due to its multiple class feats which grant a benefit with your third action, some of which are part of your style gameplay. Wit Swashbucklers will Bon Mot or One For All as often as they can with their third action, but many other Swashbucklers styles use Elegant Buckler or Extravagant Parry to get a +2 to AC. Also, the Swashbuckler lends itself to a skirmishing style of play, where your third action often is used for moving out of reach of an enemy (or the first is moving back into reach). Action compression abilities help the Swashbuckler just as much as they do most other classes. ![]()
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![]() Deriven Firelion wrote: How do your swashbuckler players do against high AC targets? Do they just get frustrated and watch the casters and martials like the fighter or rogue take them out or is their an adaptive strategy that involves swinging more to gain hits due to the random nature of die rolling? How do Rogues do any better against high AC enemies than the Swashbuckler? Fighters, as established, have a flat +2 to attacks better than any other class, so they are the outlier class here, compared to all other martials. Deriven Firelion wrote:
Debuffing, flanking, the usual stuff all other classes do. Deriven Firelion wrote:
I think this reflects more on your playstyle, which (according to your posting history) is heavily weighted towards high optimization. If your average enemy in your combats always sports high AC, then of course "one big hit per round" classes like the Magus or Swashbuckler are bound to me more frustrated. My combats sport normally a boss monsters and minions, so the Swashbuckler has a chance to shine. The Swashbuckler in my Abomination Vaults group usually gets in one or two big critical hits per session and hits very reliably. Deriven Firelion wrote: I'm not worried about fun in this instance. I'm worried about results. My player plays the class because he enjoys the concept and play-style, but he is super frustrated with performance. He really tries to do well, but bad dice rolls and low damage even when hitting can make the player feel pretty terrible combined with the sheer number of rolls for the class to operate. If he gets a nat 20 on the acrobatics check, then next random die roll is a miss on the finisher attack it feels really terrible. Basically, you are complaining about the random nature of dice rolling with a D20. That's a fact of life with the entire system and especially in 2E you cannot build your way out of randomness (where in 1E enough optimization often resulted in "hit on anything but a 1" in high level games). Also, don't forget that with Confident Finisher you do half your precise strike damage even on a miss (full damage with Precise Finisher). That's low damage, but it happens even when you miss your attack. Of course, if you take a DPR enhancing finisher like Bleeding Finisher, you change fully to a risk/reward style, where you have to live with the randomness of the D20 and just try to mitigate that by doing the usual buff/debuff stuff. ![]()
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![]() As the guy who wrote a guide on it (which gets an extensive rework after the easter holidays, when I have a week of vacation), I love it. :) The almost assured panache generation makes the class an excellent skirmisher, the different styles make for a different play experience as well, the class is very good with skills, especially if you take the Acrobat dedication at lvl 2 and the flavor of the class is awesome as well. Only thing I don't vibe with is precision damage, but that is rather a system-specific complaint. I think adding a type of damage which nerfs certain classes for no good reason against some types of enemy is outdated design and should be relegated to the dustbin of history. Maybe in 3E it will. Deriven Firelion wrote: I've noticed that against high AC enemies the swashbuckler damage really drops badly. The fighter is the king martial for dealing with high AC targets. Single big hit classes really have their damage reduced against high AC targets. The Swashbuckler in particularly really suffers with the single big hit strategy. I mean, yeah, "the Swashbuckler isn't as good at hitting enemies like the Fighter is", is kind of a self-evident statement. The problem with high AC enemies is generally that the second and third attacks probably won't hit, either. Unless you are a fighter and get that extra +2 to attack that other classes don't get. That changes at higher levels if you have proper support from your teammates (Heroism, flanking, grappling, etc.), but then the "one big hit" classes will more reliably hit their first attack as well. ![]()
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![]() James Jacobs wrote:
And I did plan to run Curtain Call after it. Oh, well. Not exactly unhappy to get a proper Runelord AP to run after dealing with all the Sandpoint stuff. Also, called it on the retun of Xan-Xan! :D That being said, I kinda find myself now without proper lead-ins for Curtain Call and Spore Wars. Would be reaaaally nice if we got low-level AP's which more properly connect to these two. ;) ![]()
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![]() Hah, I called it, it's the return of Xan-Xan! :D Most excellent, I've been craving Runelord content. Although now I'm worried about Sorshen. I hope nothing bad happens to her, she's one of my favorite characters from the setting. I haven't really looked at the mythic rules, but from what I've gotten through internet osmosis, they are not the system breaking terror they were in 1E. I'll get to them when the time comes in a few years to play this AP (we still got to get to Return of the Runelords as a 2E conversion, currently still on Strange Aeons). If necessary they can be removed and the AP run as as normal. Luckily in 2E it is very easy to adapt encounters. ![]()
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![]() Moth Mariner wrote:
General Discussion is more visible, because it gets more views and this thread is meant to be viewed by the developers as a ressource to find rules to errata. ![]()
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![]() Well, I assume you are talking about "what brought you into Pathfinder 2E". But to recap shortly what brought me to Pathfinder in the first place: I was a happy D&D 3.5E player, with the Forgotten Realms as my favorite setting, when the developers at Wizards of the Coast decided to radically change their game system with the 4E edition and blow the Forgotten Realms up, i.e. kill off a lot of fan-favorite characters, advance the timeline a lot, change the setting drastically for the worse. And luckily the people at Paizo were ready with their new edition and their great setting, Golarion. I've been here ever since. Now, as for what got me into 2E: I was one of the people who resisted going from 1E to 2E for a long time. The system was radically different, the setting was left intact though. I'd been playing quite a lot of 1E since 2019, when 2E was released. But in that time my players and I discovered even more synergies between feats and other aspects of 1E, making player characters even more overpowered at high levels. Which, after GM'ing high-level games for more than two decades, was finally enough to make me look elsewhere, because it really is demoralizing that upping the AC of the BBEG by 10, upping saves by 10 and giving him well over 1000 HP still results in him getting obliterated in 1 1/2 rounds by the ping-pong teamwork feat Outflank and two-weapon fighting characters with kukris. In any case, about that time Rage of Elements released and I got my first look at the new Kineticist, a class I was naturally drawn to as a big fan of The Legend of Korra and Avatar the First Airbender. And that class was so elegantly built and is, by my reckoning, the best build class I've ever seen in a game, that it convinced me to give the game a try. So, I got some books, started playing in Pathfinder Society and convinced enough of my friends to try out the system that we are running an Abomination Vaults group on every second Sunday (tomorrow is the next session, they are at and on level three) and we'll change to 2E after the current GM finishes with Strange Aeon in the Tuesday group as well. Sadly we got a player in our two Friday bi-weekly groups who is adamantly against the system, so there we'll have to see where we go in a few years, when our current AP's end. ![]()
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![]() I presume at some point you'd get a visit from the priests of Abadar explaining the concept of "inflation" to you (see the Traveler's Guide how the church of Abadar keeps prices stable). Forcefully, if necessary. ![]()
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![]() We are missing a lot of context here. How do you not do any damage with damage spells of 04th / 05th level over two rounds? Was it using spells which try to hit AC or maybe not recalling knowledge and trying reflex save spells against high reflex save bosses? A bit more detailed explanation would be very helpful for good responses. ![]()
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![]() Finoan wrote: I'm not seeing how this is a change. A PF1 Longsword had no benefits for being used two-handed. I think Messy is talking about that in 1E, when you used a one-handed weapon with two hands, you got 1 1/2 your strength modifier on damage, instead of the normal x1. This advantage has been removed completely in 2E and all the extra damage has been moved into the bigger weapon die you normally have for two-handed weapons. ![]()
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![]() Ravingdork wrote:
Alright, alright. As for Acrobat: - Free scaling to legendary for Acrobatics, getting the dedication at level 2 also gets Acrobatics to Expert before anybody else but the Rogue and Investigator (if they choose to skill increase Acrobatics at that level). - One (or two, if your GM is generous or you are joining the (hurrrkk...) Firebrands) good skill feats, i.e. Graceful Leaper for using Acrobatics for jumping and Quick Spring for absurdly good action compression. Quick Spring is actually a bit too good, IMO, which makes it being uncommon handy, because I'd probably not allow it. - More action compression with Tumbling Strike and Tumbling Opportunist. - And, as mentioned by Claxon above, a very decent reaction with enhanced AC and movement, i.e. more action compression. I highly value action compression in 2E, so the Acrobat is a top-tier archetype for me. ![]()
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![]() Finoan wrote:
I mean, technically, in 1E nobody had an idea what the sun looks like. It's just too far away to spot, with it's huge negative distance modifier... ;) ![]()
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![]() PossibleCabbage wrote:
Well, I can only hope that they'll do a big book of specific class options one day. It'd be more interesting to me to have broader way to build the many classes already out than to get more and more base classes, since we will be almost at 30 of them once this year is over. IMO, they should slow down a bit with that and focus more on broadening options for what already exists. ![]()
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![]() Yeah, the forums and the blog are my main venue of information about Paizo stuff. Although I've begun to hang out on Reddit the last year as well, though mostly as a reader, rather than someone who posts regularly. ![]()
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![]() Trip.H wrote: I will absolutely still push quite hard for Paizo to actually buff/fix the ~20% ish existing impulses/junctions that are crap, because this is not like a spellcaster where you can just publish more options to "fix" things. It absolutely is possible to publish more impulses and I dearly wish Paizo would just get on with it. :) ![]()
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![]() Perpdepog wrote:
Okay, Hell or the Outer Rifts are of course bad interplanar destinations, so I agree with you there. But there are a lot of planes which are just fascinating, some of them being also completely benign (to good-natured characters, at least...). The planes are also in many cases morally color-coded for your convenience, so you know what you can expect when you go there. For interplanetary adventures, visiting Castrovel or Nocturne would be super interesting as well, not to mention other star systems, see Starfinder. The Darklands is full of mostly (formerly fully) evil-colored societies, natural dangers, aberrations, fleshwarps and mind-warping monsters like the Seugathi. And each layer gets progressively more dangerous. Maybe that will change when the inevitable new Darklands book gets released one day, but so far a long journey through the Darklands would be full of dangers you cannot easily anticipate and some of the worst fates you can imagine for your character, like getting transformed into an Irnakurse for an elf. ![]()
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![]() zimmerwald1915 wrote:
I'd specifically say that the Darklands adventure sounds the least fun of all of those options. :p ![]()
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![]() Class: Kineticist
It would make more sense to have the incapacitation effect only apply to the blinded / dazzled effect, since normally incapacitation is not used for damage spells. If this is the actually intended way the impulse is supposed to be read, as I suspect, it would be necessary to clarify the impulse text to make clear that the incapacitation effect only applies to the blinded / dazzled part of Solar Detonation, not the damage part. ![]()
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![]() Yeah, since the adventurers who complete adventure paths are an amorphous mass of classes which cannot be pinned down to certain classes, all those potentially high level heroes existing on Golarion are politely ignored or written out of the setting (apparently going on an interplanar adventure is super interesting and happens all the time! ^^). ![]()
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![]() zimmerwald1915 wrote:
If the cops are high level clerics from the church of Abadar, it ain't that easy. ^^ And, yes, that is the actual explanation from the Travel Guide, that the church of Abadar takes care to keep prices stable, prevent unlimited supplies of precious metals from the elemental planes and put tariffs on teleported goods. Which, with the way you need to squint and not look to closely to make fantasy economics work, is for me sufficient to keep immersion somewhat not broken.
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