AestheticDialectic wrote: My hope for the bloodrager is that it doesn't copy the 1e version too literally but instead creates it based on the vibe of what it was. Simply adding dedication and the ability to cast spells while raging would be very disappointing I also hope they involve the bloodlines a bit more than just giving casting and the Focus spells. Activating the Blood Magic effect when entering rage or punching someone or doing other stuff would be cool!
Arachnofiend wrote: I'm expecting this to be the Martials book like SoM was the Casters book so they should both not have spellcasting. I just hope Commander can pick either Intelligence or Charisma for KAS. I would not be surprised if the Guardian or Commander have some spellcasting options. Especially for the Guardian, I can't imagine many subclasses of "I use my shield in different nonmagical ways". A guardian of nature would be a classic fantasy. The two SoM classes were pretty martial-focused too. :D I mean both weren't full casters. One had a big monster friend that can eat you face very non-magically. And the main schtick of the other was to stab you with a spell-powered-up sword. I hope that WIS will also be an option for the Commander. A wise warfare-advisor.
magnuskn wrote:
While watching that video and the part on Fascinated, I thought that Fascinated got a very slight buff via the change to the monster Grab/Knockdown abilities. Since they now require an athletics check, fascinating a creature right before their turn applies the -2 penalty to the athletics check to Grab/Knockdown. ...it's something?
Captain Morgan wrote:
I had an idea for a "viking" themed rogue which didn,t really work. Now I can have a battleaxe and shield and make sneak attack shield bashs (shield spikes and the like are martial weapons). Other than through Knights of Lastwall there was no way to make shields agile. Also, you could make a mounted knight as a Ruffian with a one-handed lance now.
Secondary Detonation Array isn´t bad I think. It´s a blaster caster feat that rewards spell selection, knowledge about the opponent and tactical teamwork. If you have this feat you want area spells of many different elements. If you then fight an enemy that has a weakness (which you know because you are a smart wizard) you cast an area spell that triggers that weakness. Then you let your party´s brawler (who maybe delayed to be after you) run up next to that enemy and maybe grapple or trip them. That enemy now spends 1 or more actions Stepping/Standing/Escaping or eats an AoO or takes damage that triggers its weakness again.
With the Exemplar, I can refine my character that is basically Dominic Toretto from FF.
As an Exemplar with the Tinker background, he would have the Ikons Titan's Breaker (any club like weapon flavored as a wrench), Gaze Sharp As Steel & Victor's Wreath (which is a bottle of whatever passes as Corona on Golarion). Get Claim Initiate & Advanced Domain and basically fill the other feat slots up with Vehicle Mechanic and later Trick Driver.
I'm looking forward to the compatibility of many things on the GM side. If SF2 is compatible with PF2, I can use all working mechanics of PF2. :)
The rule hints for the summoner even clarify that the summoner is the one in control. The eidolon will not object to anything or do something against the summoners will unless for RP reasons. A summoner can always hinder the eidolon attacking by just not giving it any actions. RAW an eidolon attacking is a willing hostile action of the summoner.
beowulf99 wrote:
As there are to stages of waking up in real life (getting out of bed, having the first coffee), this is not the best example. :P
Seisho wrote:
But why? If my level 10 orc fighter takes a pause from adventuring to live among gnomes for a year, they should be able to take Adopted Ancestry after that event. There is no reason to limit it level 1 or 3. Sure, if the "adoption" is not part of the character background there should be some event to make it make sense (GM approval). Maybe "If you take this feat after level 3, it gains the Uncommon trait".
A Reddit user once wrote something that made me realize there is a rule in PF2 for most "creative" spell uses beyond what the spell actually is described to do: The Aid action. Aid requires to sacrifice and action to help. Casting or sustaining a spell that has no useful effects would count as an action for Aid for me. Wizard wants to cast Dancing Lights to confuse the ogre the party is fighting? Cast it and use a reaction when an ally attacks to Aid using Arcana. On the following round the wizard can sustain and Aid with the lights again. Wizard wants to help rocket jump with fireball? Cast it and when the ally makes the Long Jump spend a reaction to Aid using Arcana, maybe against a higher DC. Also the ally has to make a reflex save. The Aid action is luckily so broad that it is usable for many creative uses.
Yeah, a player who hates magic and spellcasting might not be the best fit for a campaign about a magic school. :) Apart from that, if the player just doesn't want to cast many spells, they can take the Druid dedication. Druid has so many non-casting feats that you can easily have the MC archetype without any spells apart from the initial cantrips. Take all the animal companion feats plus a leshy familiar and you should be set.
Another thing that stands out to me is how good designed the Magus MC archetype is. You can get Spellstrike OR the hybrid study spell. Even if you don't want spellstrike you can get some fighting-magic on your martial for your favourite hybrid study. Edit: For me Inexorable Iron because it goes full on heavy weapon mage. Followed by Twisting Tree because it has some cool stuff.
Aaron Shanks wrote:
Nice! Since 9 further meta-region-books are now officially confirmed, I want to ask: will the books on Arcadia, Tian Xia, Azlant and Casmaron also follow this design? :)
I just read through the PDF and I have to say it is amazing! Absolutely great work, Paizo! It starts with being very GM friendly with having summaries of the AP, the adventure and each chapter and a list of all important NPCs and locations. The XP reward system is what I would expect from an AP: customized to the story and not the default per-encounter XP. It really makes work easy to follow the story an just adjust the combats to the group's liking. The adventure itself sounds like fun. Many RP possibilities and some dramatic fights. And SO MUCH to do in the way of building relations and side quests and events. The first chapter is a nice way to introduce the schools lore. If the quality of adventures in the AP stays at that level it will really be the best AP so far. :D EDIT: I also like the social/relationship stat blocks of the other students. Nice quick usable information.
Darksol the Painbringer wrote:
I understand that Monastic Weaponry lets you use weapons with stuff like Flurry of Blows. But Flurry of Maneuvers in particular DOESN'T require unarmed attacks - you can use it without possessing any natural attacks if you only use free-hand-maneuvers. If I go with your reading, would I be able to Shove or Grapple at reach by using Flurry of Maneuvers with a Bo staff?
After reading the trait many times and this thread, I also think it's handled like a stance. At first, I'd rule it like sustaining a spell but it really reads like "action to start, then automatically". But I'd also would let outside factors like being paralized stop it. I think the reading that you have to "intentionally want to stop it" doesn't hold up because then the weapon would also continue thrashing when you die. If you would be for some reason unable to execute the thrashing in a useful manner it stops. Be that being paralyzed, the weapon being disarmed, you being disintegrated, you and the weapon turning incorporal, you turning tiny with reduced reach... it's not only dependent on the user's will.
Tyrannosaurus
Stegosaurus
So no, a +12 bonus would boost the lvl 5 damage to nearly the lvl 7 damage. +6 gives a somewhat smooth damage per spell level progression.
There are already 4 degrees of success for martials. The F and CF results are the same on their own but CF on a Strike means you have opened yourself and enemies with abilities like Riposte can use that. Also all maneuvers have 4 distinct degrees of success. Edit: Fighter Press attacks with a Failure effect also already use all 4 degrees.
Hello all, I want to port the character of a player from PF1 to PF2. Said character is an Inquisitor. So I thought about what class would best fit an Inquisitor and the Investigator is a good chassis for the detective-of-a-church type. So I want to homebrew an "Inquisition" methodology. My ideas: - The skill & skill feat the methology gets would be Religion and Student of the Canon. You need to know the rules to use them against your targets. This part is simple. - The "Lie Detector" Investigator feat can also be taken with this methology. - I would want to switch the Key ability to Wisdom and let Devise a Stratagem use Wisdom instead of Intelligence. This would give a better Perception and would synergize with Cleric dedication, which fits. - If the methodology need something else I thought about giving the effects of Deadly Simplicity and letting Devise a Stratagem work the deities favored weapon. If the weapon is not Agile or Finesse then the weapon die gets reduced by one step (or two steps when 2-handed weapon), to keep it in line with weapons with those traits. It's a bit clunky maybe. :) What do you think? Is the stat-switch alone be strong enough? Would it cause more problems than good? Is the nerf to use any weapon with DaS balanced? Are there any other cool and fitting ideas for effects of an "Inquisition" methodology? Thanks :)
The campaign I started a over year ago and that got delayed due to Corona and babies is just starting to take up pace again. ^^ The plot is basically Neon Genesis Evangelion in disguise.
Players wanted to play in a single location after a campaign of travelling (Reign of Winter) so they get to stay in the city and the monsters come to them for a change.
James Jacobs wrote: The main reason we gave them visible circuitry is to give them their own look. Androids done as actual androids would look indistinguishable from humans; that's their whole point. You'd only be able to tell the truth if you cut them open or interact with them and manage to see through the uncanny valley which is their personality or manner of speaking. But those things aren't things we can illustrate (well, the cut open ones yes, but you can't have every android be dismembered and eviscerated in art), so that it's obvious we're illustrating an android and not a human. It also has the side effect of putting a Pathfinder spin on things. I imagine that to be actual points in the Ancestry Guide art meeting. "How do we show that they are androids?" - "Just draw them all cut open!" - "Eeeehh, let's hear some other ideas..."
I would rule that one of the hands counts as free due to Nimble Hand, not both. I don't think Nimble Hand had taken the special case of Everstand Stance into account.
...although I would allow usage of both hands if a funny situation would occur. Because trying to open a door while holding a potion and a shield in two hands is like trying to open a door while holding 5 bags of grocery stuff. :)
The Raven Black wrote: I would if they use an action first to leap or step or stride. Note that the Leshy Glide action does not have the Move trait. Yeah, going by the text I'd say it is an alternate form of movement action - like Stride, Burrow or Fly. You could stand at the edge of a cliff and the use Glide as your movement going 25ft forward and 5ft down. It even has a similar one-action-per-round-to-continue rule as Fly. It is just missing the Move trait like all other forms of movement. Maybe an oversight, maybe it is designed like this so it doesn't trigger reactions... But I'd treat it as a movement basic action like the others. Maybe houserule it to have the Move trait. That way it is usable and similar in usage to Fly.
There isn't contradiction on what rules apply. It's clearly stated that Press action can't be used when Readying an action. But there is contradiction in the explanation of the rules. The Press rules say the reason you can't do it is because Readied Actions don't have MAP - that explanation is confusing. I guess that's where Samir's problem is. Without that note the rules would be more clear.
Michael Sayre wrote:
I'm just saying if I managed to fling my rapier that wasn't even designed for throwing right into the targets face, I just think I would rather also try to also shoot the target right in the face. That description sounds just too much like a "Hold my beer and watch this!" scenario than a sensible combat trick. °_°
Rebounding Assault really reads like the mechanics where there first (it's basically like the other make-two-attacks-and-combine-damage feats) with all the returning stuff that makes it work mechanically.
After reading Rebounding Assault I just asked how? and why? Why shoot the melee weapon and not just the target? Instant Return is a) much higher level, where superhuman actions are common and b) for me easier to visualize and to convince myself that it might work in a fantasy world apart from the where-does-the-blackpowder-come-in problem.
One logical way to see the attack-roll-change is that only rolls against AC are now attack rolls. Anything targeting saves is not. AC has slightly different math than saves, so it would make sense to differentiate. All attack roll buffs now only work against AC. Effects requiring saves and also now maneuvers can't benefit from them. And I think save DCs are a bit lower than AC. ...so it might make sense I guess. Targets AC = attack roll, targets save = not attack roll.
Errata wrote: Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll." This is how it is but I don't really like it. This creates some weird stuff like A Grapple not benefitting from True Strike but a Grapple with Telekinetic Maneuver doing so. It also really means you can't make a DEX-maneuver character by using Finesse Maneuver weapons (which might be good, making STR more important).I hope the balance is worth this exclusion. Edit: While this might clear up some confusion about some rolls being both a skill check and an attack roll (which they are clearly not, now) it makes the trait name Attack now really badly chosen.
DM_aka_Dudemeister wrote: Regarding Incarnate Summons, while it's a cool concept, I think they should have an AC and hp at least, give players an opportunity to destroy the summon before its Depart effect goes off. I disagree. There are several other spells that create tangible, lasting effects that cannot be destroyed by striking them. You can't hack down a Flaming Sphere or a Chromatic/Prismatic Wall. Such effects allow other tactics to come into play. Dispel Magic, other dispelling abilities, protecting against the coming effect, killing the caster fast, taking cover... For the strikable-or-not confusion argument of other posts: That is the same with e.g. Chromatic Wall... sometimes you have to learn by failing that some magic walls can be crushed and others not. (Also going by the article you won't even be able to target a Incarnate spell with a Strike, so there is no wasted Strike)
Mountain Stance has no Magical or Primal trait so there is no mystical connection to the earth required. You only need to be standing on solid ground. The stances footwork requires it or something like that. So definitely allowed on a flying ship for me. A flying carpet... depends on how wobbly it is. :)
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