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magnuskn's page
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 9,309 posts (9,311 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.
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James Jacobs wrote: So as we just announced over on Paizo Live on Twitch... the fourth adventure path for 2025, coming out this October–December, is "Revenge of the Runelords." This is a high-level mythic Adventure Path...
...and is the thing I've been hinting at for a while now at "What would be a great campaign to play after your players finish 'Seven Dooms for Sandpoint'".
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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I hope Xan-Xan finally comes back. :)
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Moth Mariner wrote: Errata: This thread.
Thinking it might have been better suited to the Rules Discussion section of the forums rather than General Discussion, based on the descriptions of those...
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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Please keep long discussions out of the thread and make your own thread if you want to discuss this topic at length.

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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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Finoan wrote: I'd vote Hermea. Of course! The Computer Mengkare is your friend!
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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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Yeah, please make your separate thread if you want to have a long discussion about the topic. This thread is for posting issues for the developer team to look at as possible errata.
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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: I'm seeing a whole lot of declaration of favorite archetype, but not enough selling it!
Please tell me WHY you like the archetype(s), and explain why I should too.
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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TriOmegaZero wrote: When did you ever need to make a check to see the sun? Well, with 1E rules you never would, because nobody ever has seen it anyway. ;)
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Finoan wrote: If anyone is curious why the specific rules for how far perception can go were quietly omitted from the rulebooks, this thread is shaping up to be a good indicator.
It is probably something best left up to the GM and the table for each specific circumstance and scenario that comes up during play.
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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I love Swashbucklers (hence my guide), so Acrobat.
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I loved Jade Regent and ran it twice for two different group of players. Didn't really hear a complaint from them that they felt like secondary characters.

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PossibleCabbage wrote: magnuskn wrote: It absolutely is possible to publish more impulses and I dearly wish Paizo would just get on with it. :) For whatever reason, Paizo is sort of allergic to print more class specific options for most of the lifespan of PF2. Back in PF1 we would have a new sorcerer bloodline every other month in APs and player companions, but now I think they've added like 4 in non-rulebook sources. There's a great many things that could use more feats for them (most uncommon ancestries are pretty limited here) and they just don't print them.
I assume the reason for this is that they'd rather print a player option that appeals to more classes than just one, so they'd rather do archetypes than class feats, but still there's a bunch of classes I'd like to see more stuff for. 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: Are you talking about from the player's or character's perspective? Because I suspect most characters would take the Darklands over adventuring in literal Hell, for example.
Honestly not sure which I'd find most appealing from a player perspective, myself.
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: magnuskn wrote: (apparently going on an interplanar adventure is super interesting and happens all the time! ^^). Or an interplanetary or interstellar adventure, or a Darklands adventure. . . I'd specifically say that the Darklands adventure sounds the least fun of all of those options. :p
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Class: Kineticist
Rule for which errata is needed: Incapacitation for Solar Detonation
The issue: By a strict reading of the impulse, the incapacitation effect on Solar Detonation applies to all components of the impulse, i.e. the damage component and the blinded / dazzled effect on a failed save.
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: Morhek wrote: As I recall from Lost Omens: Travel Guide, the reason why teleportation circles aren't used en masse, at least for goods, is that a.) governments don't like it when people have a way to bypass their toll and tax gatherers or register their arrival for their records This doesn't actually suffice as an explanation. If you have the means to avoid tax collectors, you have the means to avoid cops. 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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keftiu wrote: ...why are you required to be melee until level 10? For the fire Kineticist the OP mentioned playing, probably because of the aura size, which necessitates staying very close to the target to debuff it with the fire vulnerability, until you get Aura Shaping later on (i.e. lvl 10). The 10 foot emanation you get until then is not strictly melee, but near enough that no enemy will have great problems getting to you.
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I generally like to follow the official lore, so I'm out of luck there. Although PossibleCabbage's suggestion would make some sense. We'll have to see what James and the other writers have cooked up for us.
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Welp, this is going to be an expensive month in shipping costs...
Very appreciative about the early shipping, though.
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boxgirlprestige wrote: Plus changes like this can often happen in quick succession in our own world, with many european powers all banning chattel slavery in quick succession, as well as the way jewish emancipation swept across much europe across only a handful of years. Both events occurring in the early to mid 1800’s, which puts Golarion culturally in a pretty good spot culturally to have it’s own liberatory wave. That's still over a period of about 50 years and of course in reality it took way longer.

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keftiu wrote: Age of Ashes had players working to undermine slavery in Katapesh. PFS had players working against the binding of genies in Qadira. The Vidric revolution happened between editions. Andoran's privateering against slavers is pretty classic lore from 1e, as is the fight against the enslavement of Androids in Numeria.
To act like the end of slavery in Golarion came out of nowhere in LO: Firebrands is really, really disingenuous - it was the payoff for a prominent recurring theme in the game.
I would really like it if you wouldn't use words like "disingenuous" to describe someones legit difference of opinion. It makes it out to be that I have some nefarious purpose in wanting lore to have more consistency.
Also, the thing isn't that the abolition of slavery came out of nowhere. It didn't, as you have pointed out quite well above. The problem I see is that it did end 1.) All over the world, 2.) At the same time, 3.) Without an inciting incident.
What PossibleCabbage described above, regarding the manumission of slaves in Absalom, sounds like a plausible scenario, but it would be good to have that confirmed in an official book somewhere. Two or three paragraphs, that's all that would be needed, to give a legit lore explanation which pulls it all together. After that, the topic can finally be laid to rest, lore consistency would be restored and everybody could move on.

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James Jacobs wrote: magnuskn wrote: (Talked about slavery and drow...) EDIT: Spoilering to prevent wall of text syndrome...
** spoiler omitted **... Thank you for the very extensive comment, James. Good to hear that the Darkland issue will be addressed soon.
As for the sudden removal of slavery, I think I want to make it clear, slavery not existing on Golarion anymore is a good thing and very commendable. What rankles for me is that such a monumental event was just declared into existence, without an in-lore explanation how it came about and to boot at the same time, everywhere. I absolulety understand that you guys don't want to write extensively about it, but I still think that at least a short mention somewhere of the inciting incident would be a good thing for the setting.
You'll have to deal with it at the latest when you write your next World Guide when 3E comes out hopefully a decade away, anyway. You might as well rip off the bandaid early and I think the upcoming war between Andoran and Cheliax sounds like a good place to sneak in a reference to the Great Abolishment (or whatever the title of that worldwide event would be), given that Andoran was very much the most prominent anti-slavery nation on Golarion (it's basically their biggest claim to fame with the Eagle Knights in 1E) and Cheliax was one of the biggest slaver nations (and still is so, only that they engaged in some clever rewording and legal shenanigans. They might as well just have renamed it "smavery" and be done with it. ^^).

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While I absolutely support Paizo writing their content in the way they want it, I just wish that with the two most abrupt lore changes of the last years, it would have been done in a way where it made sense in the lore.
The first is the abolition of slavery, which happened all at once, all over the world, without a unifying impetus. That was, and still is, very immersion breaking, if one takes into account how long it took for slavery to disappear from the real world and how much effort it took to boot. The writers have since dribbled and drabbled information about individual reasons why slavery was abolished in several of the nations which used it into some sourcebooks, but there was no unifying reason why it happened all at once, which is baffling. I know that the real world reason was that the Paizo writers decided they didn't want to write about the topic anymore, but since the in-lore change is so monumental, everytime I think about it, I feel that the shoe was dropped massively on keeping players immersed in the world, in favor of just not dealing with the topic anymore. I still think we should get at least a few paragraphs in a future book explaining why exactly it happened so suddenly and everywhere at once.
The second is the removal of Drow, due to the OGL crisis. Yep, it was a decision which I also (reluctantly) support, but again we are left with a big break in immersion, at least for the players and GM's who have run many of the AP's where Drow show up in person. Of which I've run quite a few (and am actually still running one, Abomination Vaults). The explanation of "it was snake people all along!" just doesn't work when you personally met and have talked in-game with a lot of Drow. I'm not even sure what the remedy here would be, snakefolk wearing dark elf fleshmasks for s%+~s and giggles?
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Looking good. :) I'm very much looking forward to more Pathfinder novels.
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kcunning wrote: So, I'm not sure where the whole "Owlcat hates PF2" thing came from, but they just refuted that in their AMA: Probably some random Reddit post and then it became an urban legend.

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Thank you for the guide. As usual I got some disagreements about the rankings, but that's par for the course.
For the most strong disagreement: I've run CotCT two times at this point (in fact it was the first AP I ever ran and I changed to PF1E rules in the middle of it from 3.5 rules) and found both times that the second half of the AP is way worse than the first half. Scarwall is too long and the last module is just more dungeons with a minimal interaction section with the city. Hell's Rebels was the way better version of this AP, so I'm happy that I get to run it again in a few months for another group of friends.
Also Jade Regent (which I've run twice, too) is much better than it is rated. Except the hobgoblin module. ^^ And Shattered Star suuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuucks . Also, you should give a GM trauma warning for WotR, if run with mythic RAW.
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DMurnett wrote: magnuskn wrote: Well... (looks at Osirion). Didn't work everywhere with the general stand-in. ;) In any case, thank you for the detailed explanation. Always fascinating to get a look behind the scenes to how the setting came to be. Maybe that should be its own book today, or some official YouTube documentary. Today? Talk about a quick turnaround... Autocorrect, I was typing this on the phone and for some reason it turned "some day" into "today". Although I'd really like to have this today. :p

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James Jacobs wrote: magnuskn wrote: James Jacobs wrote: Interesting hearing about all this. Magnimar and the west coast of Varisia is very much inspired (and in my head stands in for) the northern coast of California, with Ravounel/Kintargo being San Francisco. Huh. I really never thought of that part of Golarion being inspired by a region in the US. Geographically I would have thought that Varisia would have to be France in some way, since Cheliax so obviously is inspired by Spain with its inquisitions and such. Sandpoint is directly inspired by my California home town of Point Arena (to the extent that the location's original name, translated from spanish, meant "sandpoint" or, more accurately, "point bar of sand" or the like). And the Lost Coast of Varisia gets its name from that same region of coastline that extended north from my home town along California's coast.
Write what you know, they say. In those early days of Pathfinder, when I was creating Varisia and the locations that featured in Rise of the Runelords so I could help guide the authors who followed Burnt Offerings, Northern California (and to a lesser extent the Pacific Northwest) was the primary geographical inspiration.
That all said, for much of Golarion we DIDN'T try to simply translate real-world histories into obvious analogs. We did it here and there, but for the most part we embraced the fun and imaginative challenge of mixing and matching. Over the next nearly two decades, things have started to coalesce more toward that sort of design philosophy as attempts to be more inclusive have grown.
But I can confirm that Varisia is very much inspired by California and the Pacific Northwest.
(Cheliax, for what THAT'S worth, is inspired more by humanity's propensity to be awful and cruel, NOT by a specific nation. I'm pretty uncomfortable with being on board with the idea that our devil-worshiping "bad guy" nation of villains is meant to stand in for a specific nation.) Well... (looks at Osirion). Didn't work everywhere with the general stand-in. ;) In any case, thank you for the detailed explanation. Always fascinating to get a look behind the scenes to how the setting came to be. Maybe that should be its own book today, or some official YouTube documentary.
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TheTownsend wrote: I agree Drow are no big loss, with no specific Lolth equivalent I think they always felt a bit unmoored in Pathfinder. A lot of the other changes I also agree with, disentangling Oni from a very western concept of Giants feels like a good. As someone who has run AP's with quite a number of Drow in them, I gotta disagree. I still find the un-personing of those NPC's to be a big storytelling mistake by Paizo.
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Oh, boo, no preview for the Thassilonians.
Anyway, I hope we get some new Kineticist impulses out of the
Monastery of the Unbreaking Waves.
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James Jacobs wrote: Interesting hearing about all this. Magnimar and the west coast of Varisia is very much inspired (and in my head stands in for) the northern coast of California, with Ravounel/Kintargo being San Francisco. Huh. I really never thought of that part of Golarion being inspired by a region in the US. Geographically I would have thought that Varisia would have to be France in some way, since Cheliax so obviously is inspired by Spain with its inquisitions and such.
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PFS was quite helpful for me to get a grasp on PF2E when I was just beginning to really get interested in the edition. I'm still attending here in Hamburg when I can and leveling my Champion of Nocticula, for the fun of being a player, even if it's only at low levels. It really helped me to get a good grasp on how the game flows, so my Abomination Vaults group I'm GM'ing has been going very smooth for the first four sessions we already have under our belt (playing bi-weekly).

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moosher12 wrote: Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.
For those who are not keeping an eye on Starfinder 2E, the trait works as follows:
Disembarking the Starfinder Second Edition Playtest wrote: One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).
I'll never get why you can't jump with those extra movement abilities. Flying is fine, but jumping is apparently quantum physics too difficult for a mere adventurer to comprehend.
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Sweet! Very much looking forward to updated information on Taldor. The other parts are interesting as well to me. :)
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Saw it on Reddit and added my ratings again. I look forward to seeing the results, although the caveat that you need to have participated will probably make it so that you won't get many votes overall on the newest AP's. ;) I took the liberty of also adding votes on the AP's I'm currently running / playing and the ones which I absolutely plan to run and already have read extensively.
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Alright, guys, pack it in and make your own separate thread if you want to go into detail about this flurry issue. This thread is for posting errata suggestions, as laid out in the OP, not for long discussions about them.
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This is a thread for collecting suggestions for needed rules errata to be addressed in the spring errata cycle for 2025. Please do not start long discussions here, just post your desired errata issue(s) in a well ordered manner and go make a separate thread if you want to clarify or dispute anybody else's errata suggestion. If the thread becomes clogged down in long discussions, it will make it more unlikely that the developers will read all of it to get your suggestion. Please also be polite and concise.
Since the fall errata 2024 was focused on older books and Player Core 2 did not get as much attention as I would have liked and the "Fall Errata 2024 Questions" thread is a.) not titled right for the developers to notice and b.) already mired in pages long discussions about some rule or another, I thought to make a new thread which hopefully will catch the developers attention and make them adress the rules issues players have. Here goes, to start things off, my personal one thing I really, really want to be clarified.
Class: Champion
Rule for which errata is needed: Grandeur cause "Flash of Grandeur" reaction duration.
The issue: By a strict reading of the rules, the effects of the Flash of Grandeur reaction end when your own turn starts (Player Core, page 426 "For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect").
This would make the worth of the reaction highly variable depending on when it is triggered.
However a soft reading of the text suggests it is supposed to last longer, i.e. "for 1 round", which a lot of people would read until the start of the triggering creatures next turn, especially since other causes reactions are much more generous with their duration than the RAW reading of the Grandeur reaction.
Therefore, the worth of the Grandeurs Champion's reaction depends a lot on ones gamemaster and since that gamemaster can change a lot in PFS, it may make this cause very inconsistent to use there. Please clarify the duration of Flash of Grandeur, to make the reaction's duration consistent for everyone.
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tarondor wrote: As I say in the header, you have to use the slider at the bottom to access options 8-10. I can't help how Google decides to format its polls. Whoops. Didn't see that. Well, I guess my selections will then appear as unnecessarily grumpy, given that the best thing I gave out was a 7. ^^
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