Vendria

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Natural Medicine actually showed up in one of the previewed pages of the Remaster from the GenCon Stream. It now reads---

Quote:
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn't replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.

Ravingdork made a post made a pdf of these pages. It's on page 28 of the pdf.


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Rfkannen wrote:

I just learned about it, it is apparently from grand bazaar: https://2e.aonprd.com/AnimalCompanions.aspx?ID=30

The legchair inspired this thread, it is just wild! Gives me strong witch hat atelier vibes which I really like!

I really like the idea of an inventor who rides their construct, sounds like a fun playstyle!

Oh wow, I did not know about the legchair, and I'm sad I didn't know about it earlier. It's still technically an animal, right? Nothing about it seems to change that.


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PossibleCabbage wrote:

My top 3 are:

A Fungus/Decay oriented Druid order.
A Barbarian Instinct that replicates the Aberrant Bloodrager, we can already get big and turn into dragons, so why not "weird anatomy and stretchy arms."
Calamity/Apocalypse Oracle Mystery, with the corresponding thematic curse.

If anything and everything could have a fungus/decay subclass, I would be so happy.


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I never noticed the spellcasting ancestor bonus added to healing. That's less boring than when I thought it was just a damage boost.


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Oh cool! That helps me a lot for visualization.

Also, I should've clarified the +2 only being there on the major curses, which would only be available at 11+. +2 on the moderate curses would be insane for a spellcaster!


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Winkie_Phace wrote:
I think I heard Undead Master will be like beast master but undead, so that is probably the most exciting thing for me. Getting to use the animal companion rules for undead is something I've wanted to do for a while.

Really? If true, I'm a lot more excited for it than before! If not, excitement is still really high.

I'm looking forward to skelly ancestry the most, but this thread has just made me realize all the cool undead art we're going to get. I'm all sorts of excited for that.


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aobst128 wrote:
Gaulin wrote:
I really like malignant sustenance for a bones Oracle too, fast healing along with temp HP and damage resistance is awesome.
Needs an undead creature to work. Bones oracle isn't technically undead, just has negative healing.

Isn't this the same concept as Harm needing a willing a undead creature as a target for its healing? Yet I'm sure most of us allow Harm to heal a dhampir.


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Ched Greyfell wrote:
Our GM always ruled if you remembered a bonus you forgot to add, or something similar, he'd let it go as long as it was the same round. But once it gets to your turn again, it's done. And he'd only get strict if people were constantly forgetting things. Continually chiming in, "Oh. Would 27 have hit? I forgot the bard's performance bonus," for the 4th round in a row. When he kept having to rewind and say you hit after all, he'd say no.

Same for us for the most part. As long as it's understandable to forget something in a hectic round or two, our GM is reasonably lenient. As players, we're also receptive to our GM having to retroactively fix something in his end so it fairly goes both ways.


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I hope this gets a clarifying errata the first chance it gets. Until then, I'd allow this for the simple fact that mundane items allow even more customizability for the eidolon.

I played in a game with a summoner and their medic eidolon and they integrated their healer's tools as various healing fruits that grow on the eidolon. It makes me want to roll a construct eidolon and deck it out with all the tools.


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Here's something I found browsing through the pregens and reminded me of this thread. This is in Korakai's curse description and its example is different from the APG description.

Quote:
You can’t mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, resist energy can’t be used to reduce the weakness to electricity from your curse. Likewise, remove curse and similar spells don’t affect your curse at all.

I'd gather short examples like this distributed among the other subclasses would suffice for more clarity.

Frankly, I didn't think gaining resistance via resist energy would count as reducing the weakness from the curse. I thought it would simply be additive like bonuses and penalties yet here we are. I am unsure on its integrity as official ruling, however. It's an official character sheet but I remember a few of them having several mistakes fixed with errata.


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dmerceless wrote:
I certainly agree with your point, OP. General Feats really feel a bit... lost. And the balance between them is really not that great: I almost always see the same 4 or 5 being picked by everyone in slightly different orders.

The different orders hits really close to home, although I do like how flexible those good ones are.

When was the last we got a handful of new general feats anyway? I’m anxious for more options.

Deriven Firelion wrote:
I'd like to see some higher level general feats to boost skills or weapon training.

Higher level general feats in general even.


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Errenor wrote:

Just a little suggestion if you play live and have a GM screen: initiative trackers in the form of 'tents' on top of a GM screen work really well especially in PF2 when you change initiative order regularly. Like these here: image. On your side ini and stats, on the player's side names of PCs and monsters.

Sorry if you don't use a screen and it's irrelevant.

This is how my GM did it for my very first tabletop game. I always thought it was just done that way and we never called it anything so seeing referred to as ‘tents’ made me chuckle. Real talk though, it’s been a great way to keep track of initiative or any other important character info for us and the GM. Suggestion seconded.


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I don’t know which is more likely/realistic. Leshies having more support for the fungus heritage or just having a completely new fungus ancestry.

Anyway, I’d be happy with anything that adds more fungus.


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The Plant Eidolon's ability Field of Roots forces a Reflex save but does not say against what DC. Other Eidolon abilities do like the Dragon Eidolon's Breath Weapon which specify the Summoner's spell DC


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Should the Seaweed Leshy (Ancestry Guide) have the Amphibious trait? I don't think it's as integral as the Fungus trait to the Fungus Leshy but it seems appropriate.


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Djinn71 wrote:
That's why there is a discussion here, because there is no clear cut answer. I don't think anyone here is really looking for loopholes (I know I'm not), we're looking for the fairest way of applying this rule.

I agree. Trying to avoid loopholes is exactly the purpose of my initial questions. It's been an interesting read but the conclusion I eventually got is that there's really no clear cut answer. So I just decided to bring up any weird cases to my GM.

I did play a Battle Oracle and I discussed with my GM possible things we might have missed due to our ignorance about this rule. We did end up touching upon similar points discussed here.

The AC penalty vs Armor argument was present. He also brought up that the curse's benefits are just as 'unmitigatable' as the penalties. This means that my Oracle's damage roll bonus and fast healing were just as hard to bypass as the AC penalty. This made us really think about the consequences of leniency on what counts towards 'mitigating' an effect. If we hypothetically allowed Armor count as mitigation towards my AC penalty, we'd have to count anything that reduces my overall weapon/unarmed damage rolls. That would include immunity/resistance and any damage reduction/penalty that my Oracle's attacks would ignore, which is too good to be true (just as the AC scenario would be too terrible to be true).

We even experimented with the idea of fast healing technically being mitigated by any damage that you take at the start of your turn (when fast healing triggers) and even any persistent damage but it was just too much at that point. The important lesson we learned is that we really needed to rein in what counts as 'mitigate' for the sake of both the positive and negative effects of the curse since the possible loopholes can go both ways.