Nyrissa

pH unbalanced's page

RPG Superstar 7 Season Dedicated Voter, 8 Season Dedicated Voter, 9 Season Dedicated Voter. Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. ** Pathfinder Society GM. 3,177 posts (4,132 including aliases). No reviews. 1 list. No wishlists. 40 Organized Play characters. 20 aliases.


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Loved the 1e version of this AP -- really looking forward to getting it for 2e.

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Bluemagetim wrote:

I keep coming back to the idea of an archtype as the best way to make ninja happen.

Give it feat access to alchemy and basic spellcasting, and tracking. A core unifying feature can be few focus spells that are on theme for ninja and expert stealth and you have everything you need. As a class it falls over itself trying to distinguish out from rogue. And the ideas so far as a class make it try to be too many things at once. Its as if all the ninja trooes are being combined instead of looking at each trope as its own kind of ninja.
Want to be the stealth assassin ninja? Be a rogue and get the ninja archtype.
Want to be the ninjitsu master? Be a wizard with the ninja archtype.
Want to be a hybrid? Go magus with the ninja archtype.
Want to be a ninja scout? Go ranger with the ninja archtype
Blue_frog’s swashninja is pretty ninja as it is but if there was a onestop shop archtype to get the casting and alchemy stuff while upping stealth and adding some ninja focus spells it could make things easier.

I agree that it should be an archetype.

Part of me thinks that turning Shadowdancer into a Level 2 archetype, with the earlier levels adding the sorts of things we have been talking about would be the way to go, since pretty much everything in Shadowdancer could also be part of a ninja's skillset, and linking the Ninja to the Shadow plane (Umbral plane?) could be part of the explanation for the advanced stealth abilities.

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Deriven Firelion wrote:

It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.

That feels like why bother.

Which, to go full circle, is the reason you take Quiet Allies if your party is going to be Sneaking.

One roll, so either the entire party succeeds, or the entire party fails, and the odds are much better.

When I ran Prey for Death, the five person party only failed at a stealth check in the infiltration section about 1 time in 5 or 6. Other than the Rogue, no one was better than Trained in Stealth, though I believe everyone was Trained. (Or maybe Untrained Improvisation with a good Dex.)

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Unicore wrote:
Perhaps my vision of this class is best as a monk archetype that trades away flurry of blows and HP for a class feature that does interesting things when you successfully strike a foe with a condition. I actually think sticking to simple weapons would work really well for this class, as not receiving training in weapons banned from everyone but nobility is fairly historically accurate.

This fits my vision best also. Probably also trade out the Unarmed Attack buff. I've essentially played this kind of Ninja with a Qi Spell focused Monk who also had Trick Magic Item and a good Nature skill. (Only wish Obscuring Mist wasn't a 3-action spell.)

No one has mentioned Alchemist, but I could also see a ninja getting some sort of consumable usage like Versatile Vials but with a completely different list of consumables (Smoke Sticks/Pellets being obvious, but there are others)

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SuperParkourio wrote:

So if you run into enemies while Avoiding Notice and Following the Expert, initiative is rolled and Quiet Allies is ignored.

If you don't run into enemies, then Quiet Allies does apply to a Stealth check against... whom? There's no one to Avoid Notice against, right?

If everyone is Avoiding Notice (without Quiet Allies), do they normally make non-initiative Stealth checks to completely avoid encounters? And if one of those checks fails, do they then all roll Stealth again to determine notice and initiative?

Yes, exactly.

A lot of scenarios will have a set Stealth DC necessary to enter a place without being noticed, and a guard unit that combat will be against if that DC isn't met. Avoid Notice (one roll for the party with Quiet Allies) determines if the combat takes place, and if it does, everyone rolls their own initiative. I see this so much, I think of it as standard for any Stealth mission.

There are also setups where you can accrue something like "Visibility Points" if you don't successfully Stealth while doing other things.

Reading through an adventure like Prey for Death (which includes a full-fledged Infiltration mission) can give you insight into how these are expected to work inside of an adventure.

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I can tell I won't really understand what this means practically until it is live and I can engage with it.

As someone with, frankly, a ridiculous number of subscriptions, my hope is that we can keep everything streamlined so that the usual stuff comes automatically. The reason that I subscribe is so that I don't have to interact with the storefront; friction on that end is more likely to make me cancel stuff than to make me engage and buy more.

But I am satisfied that the new system will have a similar amount of "value" for me as the current one.

Now this is more of a comment on how I would like subscription management to work (which I understand will be addressed later), but one of the things that I really appreciate about the current system is that I can manage things so that there is only one charge per month. Now that they are no longer free, I would hope that there would be a way to make it so that PFS and SFS subscriptions could be "side-carted" so that they fulfill at the same time as my other subscriptions, even though they don't techically "ship" in the same way. Keeping the cash flow similar means that I only have to review things monthly -- multiple monthly charges would be an irritant.

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Maya Coleman wrote:
steelhead wrote:
Have these sheets been altered / updated since the Remaster or do they still reflect pre-Player Core 1 and pre-Player Core 2 options?
To answer this officially, no, we do not yet have a set of custom class character sheets like the ones in the Pathfinder Character Sheet Pack or the ones in the Pathfinder Advanced Player's Guide Character Sheet Pack that have been Remastered. But, it's good to know that's something you all would want! Suffice it to say, in my research on this, I've put it on the team's radar.

Awesome! Thanks for sending that feedback along.

I would absolutely love to have updated versions of these -- I still make all my characters on paper, and these are my preferred character sheets.

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Lightning Raven wrote:

Well, I guess if there was ever any doubt it was a mistake, this errata cements it as truth and intentional.

Rogues now are truly the only class in the game with "Evasion" effects on all of its Saving Throws AND it's the only class in the game to get Evasion when it becomes Expert.

There was no doubt. They confirmed just a few days after the *last* round of errata that this was intentional. By now this is extremely old news.

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steelhead wrote:
Have these sheets been altered / updated since the Remaster or do they still reflect pre-Player Core 1 and pre-Player Core 2 options?

They have not been updated. They still reflect the versions of the classes in the Core Rulebook/Advanced Players Guide.

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I have always had Ghost Touch and Merciful apply their effects to all other property runes on a weapon -- doing otherwise would seem to undercut their intended function.

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The Shattered Star and Rise of the Runelords map folio packs have some good maps of Varisia. And the Return of the Runelords map folio had a really good map of Thasillon...which is kind of the same.

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The.Vortex wrote:
Driftbourne wrote:
I'm courious to see how the 2-3 hour-long scenarios play, but some of the best in-person PF2e sessions I've played were 2 quests played back-to-back, so I'm open to seeing how all 2-3 hour-long scenarios go. My big concern is if that's enough time to develop an interesting story, but that's easily fixed by doing more multi-scenario mini-polts.
I tried quests and bounties a few times, but found them utterly lacking. One skill challenge, followed by one encounter. There may have been some nice (short) stories in there, but mechanically, there just wasn't enough meat for me. I REALLY hope the SFS2 scenarios will have more mechanical depth than that. Otherwise I can't see myself becoming invested in that part of organized play. Which is a shame. I always liked the Starfinder setting and loved much about the playtest, so I was fully prepared to jump into Starfinder Society more with the release of second edition!

So to be fair, what you are describing are the 1 hour quests & bounties, and yes, those are fairly lacking (but do have a place). I've played and GM'd several of the 2 hour ones, and they are more involved, and can be a lot of fun. Back-to-back 2 hour quests are a satisfying game day (and can let you share GMing duties).

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When I was GMing Prey for Death, the party used it constantly. Of course. It was an infiltration mission.

One additional advantage that no one has mentioned is that if you use Quiet Allies and fail, you can easily use a Hero Point to reroll. If everyone is rolling Stealth separately, it might suck up many many Hero Points.

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2-3 hours is disappointing. Driving 30-60 minutes each way for a 2 hour game could be underwhelming. And it complicates simultaneous scheduling with PFS games.

My hope is that they quickly settle in towards one end of that range of the other. If they're usually 2 hours you can run two games in a 4.5 hour block. If they usually run 3 there'll be enough there to be worth the trip.

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Finoan wrote:
Mathmuse wrote:
as a mathematician I am aghast that you use fraction notation, such as "psychic: 2/3 occult" meaning 2 slots per level rather than 3 slots," in a posting that uses the same notation in a similar location for actual fractions,
The meaning turns it into an actual fraction. The spell slot count is a designation that I am using to try and gauge the power level. The Psychic's 2/3 is the power level that I am assigning it. Magus doesn't have half the spell slots of a witch. The 1/2 that I am assigning them is an actual fraction.

I understand how you arrived at this, but I think that methodology does the Psychic a disservice -- a Pyschic is not a 2/3 caster. It is a full caster, that diverts some of its power into empowering its cantrips. Since those cantrips are *also* part of the spellcasting tradition, I don't think that should lower its caster tradition rating.

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Is it as straightforward as saying "if a spell exists on the elementalist spell list then it is an elemental spell"?

If so, that would have the advantage of consistency. As well as setting up Elementalists and Envylords for a nice trash-talking rivalry.

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If you are looking at sustained spells, I'm a fan of Awaken Entropy at Rank 6. It targets Fortitude, the area grows every time you sustain, and the amount of damage also increases every time you sustain.

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Message, but it's usually not useful unless you are a Silent Whisper Psychic.

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Thanks much! I'd looked at that blog post before it had comments -- obviously missed the comment giving the guidance.

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pH unbalanced wrote:

So, now that the Remastered Runelord is out, how should Legacy Runelords be treated going forward?

It uses the Core Rulebook Wizard chassis, which doesn't get a remaster rebuild since we are now outside of that window. But it also utilitizes "a character option other than the entire class" which should therefore be treated as errata and auto updated.

I have not yet tried to figure out if the new Class Archetype mechanically functions on the Legacy chassis, but I suspect it will be odd.

Can I just continue to play it using the Legacy version? Or must I update it to the Remaster version, and if I do so, must I also update to Remaster Wizard? (Or *can* I update it to Remaster Runelord & Remaster Wizard if I decided I wanted to?)

None of these options would upset me (although, like I said, I expect weirdness if the answer is Remaster Runelord on Legacy Wizard) -- just want to make sure I'm doing it right.

(This character was built from a Charity boon I won in a raffle, which also gave it a unique background allowing Runelord access, so it might be a real corner case in a lot of ways.)

Repeating this question now that the Remastered Runelord is live.

In the absence of other guidance, my VC is going with "Existing Wizards were grandfathered in, so you can continue to use Premaster Runelord," so if the intent is something different, please let me know.

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I've had trouble answering some of these, because several of these assertions are mind-bogglingly different from how I play.

There's no need for a golf bag full of weapons, because the shifting rune exists. I use the shifting rune *a lot*. I have had it literally prevent a TPK. That said, there's nothing wrong with a golf bag per se. If I'm not running shifting, I will usually have 2 fully runed weapons (1 melee, 1 ranged) and 1-3 partially runed specialty weapons.

Have I ever used a special weapon dropped by the adventure, even though it is suboptimal for my character? YES!!! All the time. Not just with Fighters, not just with Rogues, but with full casters. As far as I'm concerned, Rule 1 of RPGs is trust the author/GM. If they give you a special thing, you USE THE THING.

There is nothing more boring to me than just going through a checklist of most optimal choices. The whole point is to adapt to circumstances. The fighter has a great chassis for adapting to circumstances.

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I want Nantambu to be the answer, but from my experience with Strength of Thousands (currently in Book 6) everyone in the University administration is incompetent, and if the PCs weren't around to fix things the city would have been subject to one disaster after another. My character is particularly disdainful of the lack of defenses.

But I don't know how representative that is of actual Nantambu.

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Mangaholic13 wrote:

Almas, the capital of Andoran.

Because I also despise slavery.

Unfortunately, we know they are about to be at war against Cheliax.

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All in all, Magnimar is relatively chill. And it attracts Empyreal Lord worshippers, who are helpful to have around, and ensure there is a population dedicated to the general welfare of the populace.

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RPG-Geek wrote:
pH unbalanced wrote:
RPG-Geek wrote:
To beat Usain Bolt's record, you'd need to hit 70 feet of movement per action. A level 19 human monk with Fleet tops out at 65 feet per round without magical aid.
That sounds perfectly balanced to me -- an extremely high-level monk can go approximately as fast as the fastest human to ever live.
So the Wizard can rain fire from the heavens, but the Monk can't even beat a normal, if exceptionally experienced, human in a foot race.

The Monk can beat the fastest person in human history at a foot race of double the length he is used to running.

(Generally speaking I think you are *strongly* devaluing the abilities of professional athletes.)

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RPG-Geek wrote:
To beat Usain Bolt's record, you'd need to hit 70 feet of movement per action. A level 19 human monk with Fleet tops out at 65 feet per round without magical aid.

That sounds perfectly balanced to me -- an extremely high-level monk can go approximately as fast as the fastest human to ever live.

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RPG-Geek wrote:
Game balance should always be secondary to fun and verisimilitude.

That may be true about the games that you enjoy, but it is not a blanket statement that can be made for all games. It is a fundamental question of game design philosophy that has to be determined for each game separately.

Once a game has defined its philosophy on these matters, it is a mistake to change it -- that's where things become disjointed.

I'm a trained melee fighter who also happens to be ambidextrous. If I tried to poke holes in everything that RPGs got wrong with regards to two-weapon fighting, main hand vs off-hand, and ambidexterity, I wouldn't have time to do anything else with my life. If you are going to enjoy a game, you just have to let that stuff go.

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Yeah, Claxon, I think we're on the same page here. I'm as wary as you are with giving too much information. I just didn't want to say it was *impossible* to get more, as I can imagine some edge cases. But I would anticipate them being rare and limited.

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Errenor wrote:
Claxon wrote:
Errenor wrote:
pH unbalanced wrote:
I would allow Anatomy Lore to determine whether or not a living creature was susceptible to Precision Damage, but that is the only Weakness, Resistance, or Immunity that strikes me as appropriate.
Good idea, but the problem is outer sphere creatures are living, kind of. And elementals. And aberrations. I think that's too much as I wrote above.
If it can ONLY tell you if a creature is immune or not (and maybe vulnerable) to precision damage it's so niche at that point that I wouldn't care if it worked on every creature.
No, I thought it as a 'guaranteed' possible question in addition to anything else you could allow for it. Not the only question you can get answered.

No, I meant it as the only RK question with mechanical consequences that you could reliably get an answer to.*

Others could rule differently, of course. That's how I would rule.

ETA:*Also things like Reach, but I usually allow that through visual inspection. Creatures with anatomically-based Special Attacks or Defenses might qualify on a case by case basis. It's really the kind of Lore where I might not allow questions to be asked -- if you succeed you'll know a small grab bag of things based on anatomical construction that may or may not be useful.

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RPG-Geek wrote:
pauljathome wrote:
RPG-Geek wrote:
It also doesn't address the other ways in which PF2 makes even high level martial characters play like chumps.
Have you ever actually played a high level martial? Because "Play like chumps" are not the words that I'd use to describe the whirlwind of death that a high level martial actually is.
Any character that needs a feat to do something a first month HEMA guy or novice martial artst will already being doing naturally - for example raising and blocking with a shield, firing a longbow directly, or entering a stance as part of making a strike - is playing like a chump regardless of their actual impact on the battlefield. The idea that any of these things should cost feats or actions is patently silly.

This whole branch of the RPG tree is horrible if you are looking for something that matches how melee fighting actually works -- if you want to play D&D or Pathfinder you have to engage willing suspension of disbelief and just go with it, focusing on game balance rather than realism. If you can't do that, this game system just may not be for you.

If you need a game with realistic combat, you should be playing something like GURPS Swashbuckler, where they truly focus on the swordplay mechanics.

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I would allow Anatomy Lore to determine whether or not a living creature was susceptible to Precision Damage, but that is the only Weakness, Resistance, or Immunity that strikes me as appropriate.

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So to be clear, right *before* the Resurgent Maelstrom hybrid study is two pages of water-style Monk Feats. So if you were wanting to do water-themed unarmed strikes, there is plenty of that in the book too, it just isn't in this archetype.

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Trip.H wrote:
Lia Wynn wrote:
Why not just use [i]Handwraps of Mighty Blows[/b] and fight with fists?
Presumably because runeing up 2 different weapons is prohibitively expensive. Unarmed attacks are not "weapons" and are incompatible with many things, including the doubling rings. (though any GM can change that)

Runing up two weapons is expensive, but it isn't *prohibitively* expensive. I think of it as the norm.

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Look, I played a Waterdancer Bard in 1e. So I'll probably play this too.

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My reading is the same as graystone, Trip H and thenobledrake.

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I have seen 2 deaths in PFS -- both were crits against a level 1 PC that inflicted massive damage.

I came extremely close to GMing a TPK at a convention in 6-01. In the final fight, the party can end up fighting a crying cicada with a party of all or mostly level 1 characters. It can inflict DC19 poison on the entire party with 1 action, which is an extremely tough save for characters of that level -- and as usual the persistent nature of the damage can really accellerate death. It came down to one party member making a tough save (15+ on the die), otherwise everyone would have died.

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So, now that the Remastered Runelord is out, how should Legacy Runelords be treated going forward?

It uses the Core Rulebook Wizard chassis, which doesn't get a remaster rebuild since we are now outside of that window. But it also utilitizes "a character option other than the entire class" which should therefore be treated as errata and auto updated.

I have not yet tried to figure out if the new Class Archetype mechanically functions on the Legacy chassis, but I suspect it will be odd.

Can I just continue to play it using the Legacy version? Or must I update it to the Remaster version, and if I do so, must I also update to Remaster Wizard? (Or *can* I update it to Remaster Runelord & Remaster Wizard if I decided I wanted to?)

None of these options would upset me (although, like I said, I expect weirdness if the answer is Remaster Runelord on Legacy Wizard) -- just want to make sure I'm doing it right.

(This character was built from a Charity boon I won in a raffle, which also gave it a unique background allowing Runelord access, so it might be a real corner case in a lot of ways.)

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My experience with casters is that they will end a combat in one of two situations: having taken zero/incidental damage or being unconscious. This has led me to believe that hp are near irrelevant for them.

So I have been experimenting with running casters with -1 CON. And they have been fine in combat. (Now, dealing with Fortitude saves is a different matter, but not what we are talking about.)

In my experience, incremental AC is far more valuable than incremental hp for non-front line characters. If you get focused, you will be dropped in 1-2 turns, and an extra 30hp at 15th level isn't going to change that.

BUT, if any part of your Summoner/Eidolon team is going to engage in melee, that is a different situation, because hp is an important resource for a front-liner. It is probably more important to increase the hp pool of the one that will take damage then to increase the AC of the one that won't be targeted often.

I haven't played a Summoner, so I don't have a feel, but it does seem like a more balanced approach would be adviseable.

But the point that hp is overrated for casters is very true in my experience -- it just isn't directly relevant to desiging a Summoner.

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YuriP wrote:

As GM I find the tree annoying but not unbeatable.

After a few fights you learn that it is possible to surround it, either by attacking it directly with MAP attacks, or by pushing or repositioning characters close to it.

Even when I play animals I consider that they are intelligent enough to recognize that the tree is in their way after the first attack and make them try to move their prey or attack the tree directly.

At higher levels when AoE becomes more common the tree has a much reduced efficiency and even the wood kineticists doesn't like to create a new tree over and over again.

Yeah, for me Protector Tree falls into the "most overrated impulse" category.

It's an AoE magnet, and it encourages poor battlefield positioning. It also doesn't scale well with damage outputs.

Even levels where it is good, I usually find the kineticist places it poorly. Who needs protector tree more -- the champion on the front line, or the Rogue who has moved into flanking? It's the Rogue, who is going to be a target, but most people I play with place it by the front line where there are more people, even though they are already protected by the champion.

ETA: Although I haven't seen it on a Summoner before. A Summoner's action economy does make it more spammable.

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Blue_frog wrote:

Since the new book doesn't give much to the wizard apart from an archetype - that namely competes with other archetypes - I'm still trying to find a way to "fix" the wizard.

Most people here agree that one of the most "wizardy" thing you have in PF2e is the spell substitution thesis, and that it should be given to all wizards (and replaced by something else to choose).

So I was wondering if, instead of this "you take 10 minutes to swap a spell" thing, we could change it to a focus spell that all wizards would get. Something like this:

Quote:

Thy knowledge shalt not falter

Focus 1
1 action
Prerequisite: You must have your spellbook in your hand

You turn the pages of your grimoire and find the exact spell you need for the situation that arose. You can swap one of your spells for any spell of the same level in your spellbook, but you must cast it this round or lose it.

It gives the thesis a use inside combat, where all those "silver bullet" spells could shine. Like the wizard flavor text says, this would allow you to cast revealing light if someone is invisible or fly if you need it, or an extra fireball if need be - at the cost of a focus point and an action.

Outside of combat, it doesn't change much from the thesis - you can swap quicker, but you need to refocus later, so it's a small buff (but you're caught with your pants down if someone attacks during your refocus).

I don't think it's particularly powerful since this can already be achieved with scrolls for the most part, but it would at least give back the wizard his identity as a problem solver.

I like this idea.

I would suggest either making the spell a free action or allow the spell to be cast on your following turn so that you have the option of casting a 3-action spell.

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Unicore wrote:
It sounds like the solution to the runesmith just picking offensive damaging runes is going to be to reduce direct damage and add persistent damage. This will allow more different kinds of offensive runes without creating nova blasts, which is good, but it would be really cool if some of the offensive runes were more conditional on the enemy’s actions. This would still keep them from being big nova threats, but incorporate a lot of rune/glyph magic narratives.

Yes, I would like a nice set of retributive runes, the Blood Vendetta and Blinding Fury of runes.

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If you made me make a size conversion on a concealed object, I would make it based on the size of the creature doing the *searching* not the creature doing the hiding.

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Habibi the Dancing Phycisist wrote:

Chronoskimmer!

Don't you hate it when you roll equal to opponent and they go first? Not any longer! Look at situation and make initiative interesting with 50-50 coin flip or take it safe and secure 10.

Free hero-point once per day for failed check! Give sure strike to friends! Get hasted or slow down enemies! Be here and then suddenly there and don't care about reactive strikes! Amplify your melee skills with Reverse charge or superimposed time duplicates!

The best there is? Perhaps not. The most fun? Based on my GM:s many "What the frell" as I say "I use space-time shift", heck yeah.

Thank you for reminding me that I wanted to put Chronoskimmer on Future, my Awakened Owl Cleric of Shyka, who is also the familiar of my Elven Witch/Cleric of Shyka, but who has traveled back in time from sometime after the Witch has died.

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Powers128 wrote:
Bullet dancer is a lot more fun with the recent changes too. Double barrel musket makes fob at range much better or you can even go strength key with a hammer gun

Yeah, mine made it to Level 10 under the old rules (half that way Premaster!) so I'm not going to change anything to take advantage of them, but it does look way more versatile now. It has been my most fun character -- it's very fiddly but the turns that work are *amazing*.

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My experiences with archetypes that I have actually played. You should play them too!

Bullet Dancer:
Did you ever feel like Monk was *too* action efficient, so you want to spend one of those actions you saved every turn to reload? Then this archetype is for you! Plus, you will occasionally crit and then all the struggles will feel worthwhile.

Runescarred:
A CHA spellcasting dedication that is 100% innate spells, so you won't be able to use scrolls, wands or staves. But you do have badass tattoos, including an Armor Property Rune you can put directly on your body. By having a Swallowspike Rune even while naked, you can indulge in the ultimate Calistrian revenge fantasy!

Dandy:
Boasts social skill boosts which will cause the other players at the table to doubt your ability to do math. Also, can get an invitation to any party you want. My PFS Dandy only plays scenarios with parties -- and there are *so many parties*. Everyone loves you...and then combat starts.

Shadowdancer:
Every GM's favorite thing is having to track lighting levels, so this archetype will make you their favorite character. It's shtick is fun and it does it well, but foes with Greater Darkvision will invalidate your entire character. Everybody Dance Now!

Gladiator:
Massively leverages the Performance skill on Martials, so be sure and put it on a class that doesn't use CHA. Needs an audience to function, but don't we all. Honestly pairs really well with Shadowdancer above, until you end up dancing alone in the dark.

Sniping Duo:
Sets up a lot of really cool teamwork combos, which guarantees that the character you partner with will refuse to engage. But you can have lots of cool conversations about how *obvious* it was that if they had only attacked *this* guy that you would both have gotten great bonuses!

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vyshan wrote:
moosher12 wrote:
pH unbalanced wrote:
moosher12 wrote:

One of my players is practically begging for a Lost Omens: Arcadia.

As for me, I want the Pathfinder Technology Guide equivalent that dives deep into Numerian and Earthling/Stasian technology on Golarion, and that also gives Pathfinder classes expansions to give them some futuristic options in a Starfinder game, as well as giving heavier Fantasy themed options for Starfinder classes.

Of course, I'm looking forward to Secrets of Magic and Dark Archive getting their replacement. Still standing by my Impossible Playtest theory.

There's some Stasian Tech content in Rival Academies, including a Doctor Frankenstein archetype.

I'm aware, but what I mean is a DEEP dive. More earth tech. Bring us the stats for the looted Russian weapons as well as more 1920s-30s earth conveniences, hopefully with a few European and American items as well. I wanna see the Nagant Revolver and the Nagant Rifle, the Maxim machine gun, stuff like that. On the side of appliances, maybe a theater projector, refrigerators, vacuum cleaners, radios, phonographs, etc, etc. Take a peak into the alien technologies Princess Anastasia grew up with.

I want a Guns and Gears sized book that is 2/5th Numerian scifi, 2/5th exported Earthling 1920s-30s tech, and 1/5th Starfinder/Pathfinder merging guidelines to cover Starfinder's GM Core's rules from the Pathfinder side.

A lost Omen Irrisen would be good to cover that as IIRC Anastasia is importing stuff from Earth. Also to cover what religion is in Irrisen, and to answer how a devoted orthodox princess now Queen is handling religion(and one who the Russian Orthodox Church canonized as a saint) but also what sort of neat ice deities would be there.

Irrisen is a fun land and there is a lot of potential there IMO. :)

FYI, we've gone to Irrisen a couple of times in this season of PFS. And unlocking the Russian language is on one of the chronicle sheets. :)

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moosher12 wrote:

One of my players is practically begging for a Lost Omens: Arcadia.

As for me, I want the Pathfinder Technology Guide equivalent that dives deep into Numerian and Earthling/Stasian technology on Golarion, and that also gives Pathfinder classes expansions to give them some futuristic options in a Starfinder game, as well as giving heavier Fantasy themed options for Starfinder classes.

Of course, I'm looking forward to Secrets of Magic and Dark Archive getting their replacement. Still standing by my Impossible Playtest theory.

There's some Stasian Tech content in Rival Academies, including a Doctor Frankenstein archetype.

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I want a Nidal/Netherworld focused AP, and remastered Kayal.

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There was an archetype for that in 1E.

For 2E it is absolutely possible to make that work, although the Eidolon will be marked with a rune that identifies it as an Eidolon.

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Dr. Frank Funkelstein wrote:
Cooperative Nature is a human ancestry feat, so not accessible to your Kholo without adopted ancestry. I just mentioned it as it relates to aid.

But a Kholo is probably better off just taking the Pack Hunter Ancestry Feat. It only gives a +2 to checks to Aid (though it also applies to checks to Aid *you*), but doesn't require the additional feat for Adopted Ancestry. Unless there are *more* Human feats you want, of course.