My hope is that Norgorber is the one to die, all four aspects of him coming to life and tearing each other apart.
The Godwar ignited not by fury at his death but what his embodied aspects managed to do before they died - Blackfingers gives Arazni a poison that works on the undead and her warpath is that much more dangerous, Father Skinsaw runs wild on the streets of Axis and leaves everyone left pointing fingers, the Gray Master ruins a dozen divine schemes through what seems like brute force but leaves Thamir holding the debts of all those gods and the Reaper of Reputation starts selling the secrets of mighty to anyone and everyone.
I do find Lamashtu being left out of the Godsrain Prophecies to be compelling though. She's my actual bet.
The problem with being a monk deity devoted to self-improvement is that your followers just do their own thing honing their skills and training up... which means they just kinda... exist in insular enclaves pointedly not really intersecting with the rest of the setting most of the time.
Despite my own personal distaste for proselytizing, I think Irori's faith could seriously do with some more activist clergy, like... training farmers to defend themselves, serving as philosopher-teachers of communities or what have you... 'cause as they generally come off when they show up at all, they just seem kinda... there.
Alternatively mix in some Western Monk flavour and have the various monasteries be scribing out elaborate enlightened manuscripts with the fanciest possible calligraphy or be brewing really good beer or what have you to support themselves and inspire other people to improve themselves.
Cerununnos is very dramatic about how his dad Erastil doesn't approve of his torrid romance with Angradd, constantly going on about forbidden love, law vs chaos, elves vs dwarves.
Erastil is just disappointed that it's been almost a thousand years and his son is still refusing to talk to his partner about if he even wants to get married or not.
Cayden Cailean: The drunken adventurer god that's been around for way more than I ever remember. He's fun but I wish more emphasis was put on his adventures with other gods, whether its Trudd, the Prismatic Ray or someone like Irori. No adventurer is going to last long solo.
I would eat those stories up. CC hasn't really got much of a holy text, IIRC the whole thing is intended to fit on a plaque on a wall and boils down to "Don't be a dick," but if he had any sort of extended canon or a series of parables I could totally see them taking this form, like a cross between scripture, tavern tales, and Pathfinder Chronicles.
shepsquared wrote:
Erastil: God of the Hearth, Home and the Hunt, he mostly loses points for how little emphasis is put on his family. I feel like they should be as important to him as Torag's pantheon is to him.
Wait, has Erastil even got a family? I don't recall one now.
Yep - his wife is Jaidi, goddess of Agriculture who was a much bigger deal in Azlant, and two Empyreal Lords for kids - Halcamora goddess of parks, gardens and wine , and Cernunnos, god of wilderness and seasons.
They could be a neat little nature pantheon, especially if you give Cernunnos a boyfriend or something.
I always consider them for characters I build and plots I want to run
Desna: Awesome moth god that looks pretty cool in her various mortal guises, dreams and travel are always relevant and I like that we have lots of stories of ehr being active on the godly scale and the personal scale.
Iomedae: I'm a sucker for knight in shining armour themes and between the Knights of Lastwall and Wrath of the Righteous there's always a need for them. I like her as the Inheritor and youngest of the ascended, even if she gets a bad showing when she actually shows up.
A-tier:
Gods I love when a player brings them up or they fit the campaign
Cayden Cailean: The drunken adventurer god that's been around for way more than I ever remember. He's fun but I wish more emphasis was put on his adventures with other gods, whether its Trudd, the Prismatic Ray or someone like Irori. No adventurer is going to last long solo.
Gorum: He's admittedly a generic war god, but I'm bumping him up a tier due to him demanding un/holy sanctification. Him demanding his followers pick a side and fight is fun and useful and I've adopted a headcanon about him and dinosaurs from John Compton that's just perfect.
Saranrae: She's the basic good goddess of the sun with enough nuance to healing and redemption and a big enough role in the setting that she's fun to use.
B-tier:
Good deities to have for background even if I don't want to play as a follower of them.
Abadar: God of commerce and cities. I can't imagine playing a cleric of his, but he's solid for NPCs and minor gags.
Asmodeus: I don't love Asmodeus or Cheliax alone, but together they produce things like the Hellknights and Korvosa. A villain that's playing the long con as 'the reasonable one' is something I like.
Calistria: Elven stabby goddess who helps keep the setting sex positive. Not deep, but very fun.
Erastil: God of the Hearth, Home and the Hunt, he mostly loses points for how little emphasis is put on his family. I feel like they should be as important to him as Torag's pantheon is to him.
Irori: I headcanon that Golarion has Journey to the East instead of Journey to the West, where Irori and Gruhastha had to put up with Sun Wukong for a decade, and I love it. He's a decent little monk god and probably more interesting in the upcoming Tian Xia books. I love that he's catty about how people ascend to godhood.
Torag: Dwarf god. I like the Quest for Sky and all, but he's mostly up here for being a dwarf.
Zon-Kuthon: The edgy boy in charge of Nidal. I don't love the BDSM vibes I get from him and the velstracs since they're evil, but his ties to Shelyn and Nidal are solid tools for a GM.
C-tier:
Fine to exist, but not what I'd include as the Core 20 if I was in charge.
Nethys: Two-faced wizard god, he's got a good concept but he'd be better if he did more and wasn't just crazy.
Norgorber: 4 fold thief god, he'd be in B tier if not for Father Skinsaw. He'd be more useful for players as a more neutral figure asnd there's maybe a tad too much ambiguity to his lore.
Pharasma: Death, fate, neutrality. All very standard, all pretty dull. I like the spiral symbology and the psychopomps, but I can't give her that much credit for it.
Rovagug: Id call him the kaiju god but somehow none of his kids count. The actual equivalent to Echidna and Typhon for Golarion and still a threat despite being imprisoned.
Shelyn: I wouldn't get rid of her, but she's mostly cool because of Zon-Kuthon and the Prismatic Ray.
[spoiler=D-tier] These are deities which are mostly just boring or have serious flaws. I woudln't miss them if they were gone.
Gozreh: A nature god of duality should be cool, but Gozreh mostly sounds boring to me. IDK, I feel like I'm just waiting for a good hook here.
Lamashtu: The Mother of Monsters that didn't really have many notable kids compared to other gods in the setting and has some nasty themes that I don't want to explore.
F-tier:
I don't like them and don't want to use them. I'd actively consider replacing them.
Urgathoa: She just doesn't do anything for me as a player or GM. Undead plots in Golarion tend to be about powerful wizards that became undead and if I was crafting one it'd be far more about the mortal than any support Urgathoa sends their way.
And the gods I'd bring in to replace the more boring ones:
Mahathallah - Goddess of illusions and undead and the fallen student of Pharasma. Just having her active makes Urgathoa and Pharasma more interesting, but only C tier on her own.
Mother Vulture: Dualistic death and nature god, she just looks cool. B tier easy.
Pazuzu: Evil bird demon lord, he'd be a great full god to tempt and corrupt people. B tier if paired with Lamashtu more, C tier on his own.
That's distressing but also interesting. Could it be Dolok Darkfur or another of the eidolon-gods? Pulura the Shining Maiden? One of the spotlighted gods for 2e, Sturovenen, Alglenweis or the Stag Mother? Another god I don't remember?
Wait aren't some of those local names for some of the Core 20? Whether they are or not, that does give me some cool questions. If a deity dies in one form for a specific culture, would just that piece of them die or would the whole thing? What would happen if it wre the former?
A fun hypothetical if nothing else.
No, I'm pretty sure we haven't gotten any Sarkorian lore about them using different names for deities - the Mammoth Lords next door refer to Sarenrae as Sister Cinders and there is overlap in their culture so it'd make sense if they started doing so.
A god is a person in Pathfinder - if they get killed they die pretty much all at once. The only exception I can imagine in current lore is Norgorber and that'd probably be a reveal that he was 4 people in a trenchcoat the whole time.
That's distressing but also interesting. Could it be Dolok Darkfur or another of the eidolon-gods? Pulura the Shining Maiden? One of the spotlighted gods for 2e, Sturovenen, Alglenweis or the Stag Mother? Another god I don't remember?
Yeah, I would assume that in addition to one of the core 20 gods dying there's also going to be lots of other divine trauma, like multiple minor gods will die and some of the other ones will undergo things they would prefer not to have.
Like just because Cayden isn't going to die, it doesn't mean that he can't lose an eye or hand!
And new minor gods rising - I'm hoping for a goblin hero-god that's actually a goblin and not a barghest, an orc demigod that wouldn't have been considered CE, a godling adventurer, that sort of thing.
We don't have another deity for not-so-nice undead, necromancers, or hunger/gluttony in the Core 20, and she's the divine patron of the bad guy who ended Pathfinder 1e. I think Urgathoa's here to stay - Arazni needs someone to beef with!
I'm just not sure how much "villains" need to be served by the core 20 deities. Like if Norgober bought the farm, we wouldn't be saying "there's not a deity for poisoners or flensing-happy murder clowns in the core 20". If anything, things that aren't particularly socially acceptable can be associated with niche dieties.
I'm pretty sure Arazni can beef with anybody, but Iomedae seems like an obvious frenemy. I think Arazni's hatred of Urgathoa is probably too nuclear for them to coexist in any sense.
The Core 20 is more than just fodder for divine heroes, it's also the most obvious palette GMs have to draw from for bad guys. I'd be pretty distraught without a patron for thieves and poisoners in the main pantheon - and that's before thinking of all the poor Alchemists, Investigators, and Rogues who need a god, too!
i thoroughly disagree. We don't need a god of undead to have undead villains, nor do we need there to be a god of thieves and assassins. We especially don't need the god of undeath/assassins/political intrigue/vaudeville villainy to be one of the Core 20 gods.
The Runelords got 3 adventure paths devoted to them and they're connected not to the major god of magic Nethys but the minor goddess Lissala. Besmara wasn't needed for Skulls and Shackles, nor was Urgathoa needed for Tar-Baphon to get his hands on a superweapon.
As it is I just can't think of any major undead characters that are motivated by Urgathoa's teachings. Sure Tar-Baphon worships her, but he's best known for throwing down with Aroden and his ability to repeatedly come back from death and resume being the most dangerous villain on Avistan - and Urgathoa's involvement in that is a solid 'maybe she hid his soul cage'.
This is probably my most desired outcome, even if I'd bet on it being Nethys or Zon-Kuthon.
The most prominent undead in the setting are wizards or Arazni and the only place her faith is truly important is Geb. Her personal story is pretty cool, but she just doesn't seem to do anything that any other evil god couldn't do.
Is there someone that takes skilled though? The fact that it stays expert at max is more troublesome than a benefit IMO (or probably it is my inner ADHD that hates having 3 legendary 1 expert skill.
Yes.
That one extra skill at Expert could, for example, be used on Medicine to qualify for Continual Recovery and Ward Medic. Without impacting the three "core" skills that the character wants to increase to Legendary.
Say, a barbarian with Legendary proficiency in Acrobatics (Cat Fall, Kip Up), Athletics, and Intimidation...
It also lets you qualify for Magical Crafting if you want to do some downtime rune improvement without needing to fully invest in the Craft skill.
Int only granting Trained skills is only a real problem for Int main characters - getting an extra Trained skill is good at level 1, lame at level 10 and pointless at level 20.
I also think the deficiencies come from the available skill actions - Crafting it it's own system with ups and downs, Arcana doesn't get any use outside of Recall Knowledge form skill feats unlike Occultism and Religion, Society skill feats tend to be campaign specific and while Disturbing Knowledge is cool for Occultism it's way less universal than Demoralise or Bon Mot.
You're not making much sense. I will continue to ignore essences. They mean nothing to me. Designers decide what is in a spell list. The lists should be balanced so they are effective for a class using them without regard for roleplay reasoning.
Not even sure why you're making the idea essences seem like it's that important to PF2 working. They aren't. Main thing is making the lists balanced, interesting, and useful.
Essences are supposed to describe exactly that. It was originally supposed to be a balancing component that reduced some of the universality of casters, especially the wizard, for balance purposes. However it frequently came up that arcane kept getting spells added that don't fit specifically so the wizard could have them. If they stuck with this balancing principle much more strictly the arcane list would have even fewer spells than it does now
I hope we someday see what the spell lists would look like with strict dividing based on the essences they're meant to have. It'd be an interesting optional variant.
Found a typo on page 140 - Ferrumnestra has Detect Metal as a lv 1 spell in her cleric spells but Detect Metal is a cantrip that's already on the divine list.
I really want to see Shifter ported across to 2e basically because of this thread. Combat wildshape can easily cover a class rather than just being another option for druids.
The premise of this thread seems to be: classes that get a couple of weapons in a proficiency group really should just get all weapon proficiency in that group, it is only punishing them not to.
When in reality those are classes that shouldn’t have weapon proficiencies in that higher group, but get a couple as a bonus for predominantly legacy reasons that often tie to very specific and mechanical game space (wizards will really want to be holding a staff, we might as well let them swing it/ let’s give Bilbo sting).
I don’t terribly mind a small handful of limited bonus weapon proficiencies because it doesn’t really elevate the class for archetype options that require higher level proficiency and it keeps classes that are not supposed to be fighters but with slightly less accuracy from intruding on that space. But I’d rather lose that than see the game creep towards “ just give everyone every weapon proficiency because weapons are really just flavor, aren’t they?”
Why should wizards not have simple weapon proficiency when every other spellcaster does?
What benefit do they get over sorcerers, witches, bards and psychics for the lowered proficiency? They have the same spell, save and armour progression, number of spell slots is obviously balanced by other class features, it isn't determined by the primary ability...
The penalty is that someone wanting to play an unusual wizard that waves around a frying pan or joins an order like the Hellknight Signifers has to jump through a bunch of extra hoops but there's no commensurate payoff, nor is there really a power boost from investing in weapon proficiency.
Yes, wizards should have simple weapon proficiency. It's hard enough to qualify for Hellknight Signifer with armour proficiency, it's nonsensical that I have to spend even more general feats on weapons.
And I assume you get similar annoying chains when looking at other atypical archetype choices.
It is deeply frustrating to be left with the impression that evil deities interfere with Golarion's affairs more than the good gods do.
Urgathoa might genuinely be making Tar Baphon unkillable and the equivalent to that in various APs is what, Desna redeeming a succubus or the one time Iomedae talks to you in a dream in Wrath of the Righteous?
Rogue weapon proficiencies are the same as wizard proficiencies - a weird holdover from earlier editions that screws over anyone wanting to do a non-standard build.
That's not what the pantheon rules say about the setting and fails to explain one of the most notable pantheons in the setting, the Godclaw.
Pathfinder Fandom page wrote:
Although the God Claw venerates aspects of Abadar, Asmodeus, Iomedae, Irori, and Torag, it is unclear from which of these gods it draws its power; indeed, it is possible that its own convictions grant it divine strength. Clerical signifers and other religious members of the order have access to the Glory, Law, Protection, Strength, and War domains.
The Godclaw doesn't worship a pantheon. It worships several gods, and it's not entirely evident who grants them power, but it probably isn't all of them as a pantheon, since that's not what that word means.
shepsquared wrote:
Quote:
A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance.
Pantheons don't form because of the gods telling their followers to worship them as a group. Pantheons form because people worship those gods as a group for whatever reason.
... You know, it never really occurred to me that someone could read that section proscriptively, instead of descriptively. If you read it proscriptively, and allow some generous leeway, I guess it could mean what you think it means. If you read it descriptively, it means what I'm telling you it means. For clues which might be more accurate, you might want to consider what the word "pantheon" actually means in a real-world cultural context.
Yes, the Olympian pantheon was associated with a culture and geopolitical region, but all its members also had a common origin, and were all governed by a central authority. The Norse pantheon(s) had...
Either pantheons are mostly a creation of the people that worship them, which is backed up by how they're described in the rules, or the Black Butterfly and Yog-Sothoth are all buddy-buddy because they're in the Cosmic Caravan together.
Plus the Godclaw is a pantheon according to rules and fluff and 1e has an NPC trying to get Zon-Kuthon added to it.
I am aware of what pantheons are irl and the D&D-esque depiction of most people being henotheists because of the rules has always bugged me, but that has nothing to do with what pantheons are on Golarion.
On the other hand, mixed worship of Dwarven and Elven gods could easily arise in and society of elves and dwarves that lived together long enough to produce a dwarf-blooded half-elf.
Say a group of Ilverani started building a shelter from Earthfall and ran into some dwarves that were well ahead of most of their kin. They work together to build a secret citadel that's utterly indistinguishable from a natural mountain and welcome a bunch of humans/halflings/orcs/whatever ancestry fits the location of the citadel into their walls when Earthfall actually happens.
A few centuries later they're preparing to emerge and an earthquake drops the citadel into a sinkhole, trapping them underground for a few centuries until they rejoin the world above having formed a unique society.
This is an anthropological view of how a belief system might emerge in a world like ours. In a world where gods are real and distinct things with wills of their own, two pantheons don't merge just because some people were cohabitating, and worship of this group as a pantheon probably wouldn't provide any special benefits unless those gods formally made that alliance for that express purpose.
That's not what the pantheon rules say about the setting and fails to explain one of the most notable pantheons in the setting, the Godclaw.
Quote:
A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance.
Pantheons don't form because of the gods telling their followers to worship them as a group. Pantheons form because people worship those gods as a group for whatever reason.
On the other hand, mixed worship of Dwarven and Elven gods could easily arise in and society of elves and dwarves that lived together long enough to produce a dwarf-blooded half-elf.
Say a group of Ilverani started building a shelter from Earthfall and ran into some dwarves that were well ahead of most of their kin. They work together to build a secret citadel that's utterly indistinguishable from a natural mountain and welcome a bunch of humans/halflings/orcs/whatever ancestry fits the location of the citadel into their walls when Earthfall actually happens.
A few centuries later they're preparing to emerge and an earthquake drops the citadel into a sinkhole, trapping them underground for a few centuries until they rejoin the world above having formed a unique society.
Yuelral, Findeladlara, Torag and Trudd would make a good core based on building the citadel to protect people, add another god to represent them taking in orcs or whatever.
No reason why you can't say something about Findeladlara respecting Torag's craft or whatever.
Domains for the Pantheon:
Creation, Earth, Protection, Duty/Family/Whatever else fits.
I remember reading in Lost Omens Legends that she's effectively at war with one of the Linnorm Kingdoms (the one with a Warden?) but I don't think there was much mentioned about Irrisen and the other kingdoms because Belimarius is a much bigger problem for them.
The adventure path is about Aroden's deeds and legacy, so a worshiper of Iomedae or Milani would find a lot to work with. Gozreh has ties to the main plot and there's probably one or two other gods that would be relevant, but I've only read through the first two volumes so dar.
IMO kinteticist is a bad name because it makes me expect someone who's constantly using telekinesis to throw things at people, not throw elemental energy blasts around.
On the 13th of May I added the Pathfinder 2e Bestiary, the Age os Ashes Pawn Collection, the Bestiary Pawn Box and the Gamemastery Guide NPC Pawn collection to my sidecart.
On the 15th of May (I am in Australia, the email may have been sent on Thursday the 14th in America) I received the confirmation email for my order of the Pathfinder Bestiary 2 from my rulebook subscription (Order 23118848). When I looked at the order status today I saw that my order was shipped on the 14th and my sidecart hasn't been shipped with it.
Is there something wrong with my sidecart?
A seperate issue is that I can't remove an adventure path subscription from my shopping cart.
I'm definitely on the side of snake-people without legs, love the idea of venom as a bite or as a ranged attack, maybe the ability to grapple with your body instead of a free hand, that sort of thing.
I started the rulebook subscription so I could order the Gamemastery Guide this month, but instead of ordering it apparently the book got added to my sidecart.
To be specific, there's about one paragraph on the Hellknights (and a few scattered references to a Hellknight or Order thereof doing something) in the book.
It's possible that "Hellknight Armiger" was thus not the best choice for the Old Cheliax archetype, but I'm not sure what else would come to mind for this particular region.
They could have mentioned the Sisterhood of the Golden Erinyes and put in an archetype for them maybe? Or something related to Nidal? Or an archetype for a Belltower Tiller? That was a prestige class in 1e.
It's tricky because Old Cheliax is a large region but kinda monolithic in terms of culture, while the Golden Lands could have 2 or 3 additional archetypes from the book's information on them alone.
Going separate feels right, but I hope they aren't too similar to the half-elves and half-orcs with the ancestry only granting low-light vision and access to new feats and the feats giving the thematic genie-kin stuff.
That's great to hear and I'm definitely looking forward to the LOCG then. Going to be a little sad if the Order of the Torrent don't come up at all in the LOCG or book 3 of Age of Ashes though.
“I've had DM's that refuse to use anything beyond what's in the book for the edition.”
That doesn’t make the previous edition not exist.
It might as well not exist for me.
Rysky wrote:
“So I think if I've paid 60 USD for a gamebook that claims you don't need material from the previous edition to use it, I shouldn't need anything from the previous edition to use it.”
Does it state this?
Before release the devs said you won't need the Inner Sea World Guide if you have the Lost Omens World Guide. Silly me for assuming that applied to other Inner Sea books.
Rysky wrote:
“If I pay for a book, pay for it to be shipped out to me from a different country so I can sit down at a game table and use it, especially in the context of a new edition...”
The rules are new, the setting is not.
The setting is different though - the Inner Sea World Guide doesn't mention any nation called New Thassilon or Raovunel, nor does it inply goblins can be adventurers with little drama.
Rysky wrote:
Do you think when later books come that every setting detail imaginably pertinent to the material will be reprinted every time? No, you will you have to use previous books.
I expect if a mechanical feature requires a setting detail to be used, that setting detail will be reprinted. If an archetype is printed that requires you to be part of the Silver Crusade, that book should define what the Silver Crusade is and what the mechanical requirements are for joining it, if there are any.
Like how the Aldori Duelist archetype is printed alongside the Aldori Dueling Sword, or the Red Mantis Assassin archetype is printed with the details on Mediogalti Island, making it clear that anyone raised on the island could have been recruited and it doesn't require anything more than proficiency in sawtooth sabres, a weapon that only gets a pass here because its in the core book.
You're not looking up mechanics, you're looking up what weapon this order likes.
If I pay for a book, pay for it to be shipped out to me from a different country so I can sit down at a game table and use it, especially in the context of a new edition, I shouldn't need to use google to use the content in that book. Except I think I have to do so if I want to play an Armiger, since the only Hellknight Order that's been remotely fleshed out in 2e is the Order of the Nail, and that was in the Age of Ashes adventure path.
Maybe you already know all this. Maybe you already have books that answer this question from 1e. Maybe you don't mind using computers to look up something to answer a question.
But I've sat down at tables that explicitly ban the use of phones and computers during the session. I've had DM's that refuse to use anything beyond what's in the book for the edition. So I think if I've paid 60 USD for a gamebook that claims you don't need material from the previous edition to use it, I shouldn't need anything from the previous edition to use it.
How come paizo products generally only give sample first names for playable races and not family/second/clan/nick names?
I really love looking into the lore of a setting and making characters that fit in, so it was a bit embarrassing to find out that elven nicknames are meant to be things like Skywatcher or Cutter instead of a different elven sounding name.
Personally I really like Angelic, especially if I want to build a character like Brutha from Small Gods - but I really don't like the Angelic Halo focus power. And I can't shake the suspicion that Celestial Brand is also terrible.
The flail critical specialization is pretty amazing, especially on a fighter. I got one of those and when he crits it is game over.
shepsquared wrote:
Stone Dog wrote:
Fighters get this ability for free at fifth for a whole class of weapons that they choose.
Monks can spend a feat to get the ability with just brawling weapons at 2nd. They can also spend another feat to get it with Monk weapons.
Champions get it with one weapon per day. Hope you don't lose it.
Ruffian Rogues get a nice, broad class of weapons for it... But the target has to be flat footed
I guess it would be nice if fighter got it a bit earlier, but the other things are niche enough that the fighter still has their strength.
Speaking as someone who played a dual wielding fighter in the playtest partly so I could have two different weapons, having to choose which of them I can get the crit specialisation with is a very frustrating option - especially when the only benefit to having two of the same weapon is restricted to the sawtoothed sabre.
Well, they wouldn't have to be two of the same weapon, just in the same weapon group. Battle axe and hatchet, or longsword or rapier plus shortsword seem pretty valid.
Rapier and short sword is approaching what I wanted, but I want to do things like use the main-gauche along with a hammer, so you get disarm, parry and shove. Doing that and then having to choose which weapon I want to have specialisation with is annoying - and it happens even if I'm going for the feel of a duelist with a parrying dagger.
Fighters get this ability for free at fifth for a whole class of weapons that they choose.
Monks can spend a feat to get the ability with just brawling weapons at 2nd. They can also spend another feat to get it with Monk weapons.
Champions get it with one weapon per day. Hope you don't lose it.
Ruffian Rogues get a nice, broad class of weapons for it... But the target has to be flat footed
I guess it would be nice if fighter got it a bit earlier, but the other things are niche enough that the fighter still has their strength.
Speaking as someone who played a dual wielding fighter in the playtest partly so I could have two different weapons, having to choose which of them I can get the crit specialisation with is a very frustrating option - especially when the only benefit to having two of the same weapon is restricted to the sawtoothed sabre.
Eg: My wizard wants to craft a Ring of Freedom which is only usable by wizards or worshippers of Nethys.
This would be a requirement under Cursed Items, but I haven't been able to find any rules on crafting a cursed item beyond it can happen when you fail the check by 5.
Right, so I've been playing a witch in book one of Shattered Star. I've already secured permission to rebuild my character, due to general dissatisfaction with Winter Witch and the revelation we likely won't be continuing into the second book.
As such I am faced with an important question. A few weeks ago the DM decided to nerf Evil Eye, removing the 1 round duration if they pass their Will save. Here is his rationale:
it's designed with a saving throw, as it should be, but mechanically the saving throw is completely ignored.
that's why i said it can't affect them if they pass the save
so it keeps the idea, but is not op
Is it worth playing a witch to fifth level without the Evil Eye+Cackle to ensure that my hexes will affect them, or should I rebuild my character into a wizard?
Also, is there a good way to refute my DM's logic?
Quick check; does the Elf FAB give you an extra point each morning, does it increase your max points, give you one extra point at level and then never again or do both options 1 and 2?
So I bought Ultimate Psionics and decided to play a soulknife in an upcoming campaign, with pyrokineticist as a logical upgrade.
My questions are these:
Are the mental stats worth investing in or should I dump them(We're using a 20 point buy)?
Is human the best class or is there a better option?
Am I able to form a one-handed mind blade and the fire lash at the same time? Or does it work by replacing one of my light soul blades?