The Raven Black wrote:
That's the reason Gorum had to die. Paizo heard all the people wishing to make neutral champions of Gorum. So they had the choice: design the neutral champions or... :)
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.
I'll second Air Elemental Instinct Barbarian to fulfill the fantasy even at low levels. It doesn't totally transform you but "While raging, you're cloaked in a vortex of elemental matter" sounds a lot like looking like a whirlwind. And if you take Scouring Rage and Elemental Explosion (sadly both lvl 6) you are dealing area damage like a true whirlwind. Add a Air Kineticist dedication and Lightning Dash at lvl 8 and you actually transform into lightning.
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. :)
YFTAFT might be of high value if you reduce your AC on purpose. The only way I can think of is multiclassing into Giant Barbarian and using YFTAFT to negate Clumsy and have good AC once a round. You could even get "Come And Get Me!" at lvl20 and negate the self-imposed flat-footed penalty with it. So +3 AC in that case. :)
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.
Ascalaphus wrote: "Monsters big enough to be a kind of terrain" is rules territory I'd be happy to explore as GM. I wonder if the rules on riding sentinent creatures (LOAG) can help there a bit. It was "each of the two loses an action or the rider falls off" if I remember right. Since the monster won't save actions, the PC climber would fall off every round and would have to Grab an Edge to stay on the monster. The PC would only have 2 actions or risk to fall off again. I don't know if that too restrictive to be fun, though. :/ Reaching a certain bodypart could be one or a few Climb or Balance actions.
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.
Guntermench wrote: Magus action economy is tight as is. The advantage of Starlit Span is that it can turret, using a Spellstrike and recharging it every turn. With a crossbow you need an action to reload, which gets rid of that advantage. Maybe with a Repeating Crossbow? At level 1 yes, you would have the problem that you always have to reload. But at level 1 switching weapons is easier since runes aren't a thing yet. Guntermench wrote: But you don't get any extra damage from Arcane Cascade at range so you don't really need the stance at all. Right, I forgot that while writing the post. 8)
So, everyone agrees that the crossbow isn't the best weapon there is. But can a magus use it effectively combining some features of the crossbow and the class? 1) For a starlit span magus that can only spellstricke within the first range increment, the crossbow has the best accurate range. A shortbow only has 60ft and a longbow has the volley trait - so if you don't MC into Fighter for point-blank stance it is bad for spellstrike. Crossbow gives accurate spellstrike range of up to 120ft! 2) By level 2 you seem to be able to get 2 attacks going before needing to reload. First, your Spellstrike Shot and the second one via Force Fang. Force Fang says it replaces all weapon statistics and basically only uses the weapons reach or range. You don't Strike with the weapon so the crossbow doesn't need to be reloaded. And Force Fang is one action so at high levels you can fire up to 3 force shots. So, our sniper magus can spellstrike with a heavy crossbow from 120ft on the first turn, then follow up with 1 to 3 bolt(s) of force at the same range on turn 2! And then either take a break to reload or switch to spells or a melee weapon or whatever. Maybe still not optimal but a unique way to get around reloading. And with casting Shield befor the Strike for Arcane Cascade or MCing (Ranger) for crossbow goodies, the first Spellstrike can even hit harder.
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.
16) Germaine is a human entertainer and singer. One time while he was performing, his #1 fan died in a freak accident when they where climbing onto stage and where knocked dead by a falling stage prop.
I agree that the -2 apply on every Force Open check without a crowbar*. * I'd also say that "crowbar" is a stand-in as the most recognizable Force-Open tool. For other skill actions you have generic Thieves Tools or Healer Kits. Just here it's a concrete item. So the mechanical item could be generalized to Force-Open Tools. Where you have a crowbar for chests and doors, a portable ram for walls, and so on... like the other kits.
breithauptclan wrote:
Google Translate makes correct if a bit fancy German out of that sentence. :)
One of my players now has Stunning Fist so I have to clarify a question. The feat says "If either Strike hits and deals damage, ...". English isn't my first language and I found conflicting interpretations for that. So, does Stunning Fist trigger when ONE OF THE TWO Strikes hit or only when BOTH hit?
I would count Hunting Lore mainly as a narrower field of Nature recall knowledges. So you would have it easy to identify animals and beasts for example. Or use it to know stuff about environments those creatures live in. Like remembering to bring snowshoes when hunting the Yeti. But since there is a bit of overlap with Survival, I would allow it for knowledge based Survival checks. I might allow to roll Hunting Lore instead of Survival on Survey Wildlife for example. I'd not allow it to FIND Tracks (that's Survival) but to identify the found tracks.
Blave wrote:
In that special case, wouldn't the gold cost and DC to learn the spell be pretty trivial anyway? :) You can cast 1st level spells with witch dedication at level 4. Learning those is DC 15 and costs 2gp. At that level the wizard would have +12 on Arcana making it hard to fail and 2gp is pocket money. (I'm assuming it would be an arcane witch dedication.)
SuperBidi wrote:
Yeah, I think that's a very good argument against that maneuvers are made with the weapon when using FoM. The wording on Monastic Archery and Monastic Weaponry is the same so if you allow it with one you should allow it with the other. You can use weapons only in place of unarmed attacks with the monk weapon feats. If you don't normally make an unarmed attack during a monk ability you don't use the weapon with that ability.
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?
Lucerious wrote:
How is the Trip made with the weapon? Without Ancestral Weaponry it wouldn't be done with an unarmed attack but simply with a free hand. I fail to see what let's the curve blade do the Trip. I'd say only the last two Strikes get the bonus damage: 1) Flurry Trip. First attack, but not with the weapon. Just a normal free-hand maneuver.
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