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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() SuperParkourio wrote:
Specifically under the Crit Success and Success descriptions. Thanks, didn't read far enough. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Finoan wrote:
Unicore & Darksol, those are great points. I think it is obvious there would need to be some sort of limitation with an action reduction. Finoan points out a good existing case. My point is I believe the designers were on the fence. I think we all agree that as is, Daze is subpar/horrible. Simply making it 1-action without other tweaks, I agree, would be too good. Besides, crit-fishing by casting it 3 times in one round just seems unoriginal and boring. Especially considering all the other spell options available to a caster in any given round. IF I decide to experiment with a houserule, my goal would be to make it function as a viable 3rd action similar to how Unicore espouses Force Bolt or Magic Missile/Force Barrage. Obviously those have different metrics than a cantrip so some tweaks are necessary. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Darksol the Painbringer wrote:
But does it? Basic Will, so half of awful on a save. Does that really amount to anything/something? Darksol the Painbringer wrote: If it was 1-action, then I could see the justification for it being awful... Exactly my point. Maybe a houserule (to make it 1-action) I'll consider in my next campaign. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Evan Tarlton wrote: ...Zon-Kuthon are safe. The Zon-Shelyn talk in the Starfinder 2e announcement probably means that Shelyn is safe. I think the writing is on the wall here. My money is on a sibling squabble where both Zon-Kuthon and Shelyn die, but are remade into a new/combined deity. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Sanityfaerie wrote: They eliminated the huge power difference between casters and martials by making the two functionally identical. This was my biggest complaint against 4e. Not that they made casters and martials functionally identical, but that they made ALL class functionally identical. In this campaign I'm playing a sorcerer called a fighter. In the next campaign I'm going to play a sorcerer called a rogue. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Darksol the Painbringer wrote: Except all Reload Actions are indeed Interact Actions, You have yet to prove this via RAW. You keep saying it is so by proxy or that it is implied. Proxy and implication are rules interpretations, not RAW. Darksol the Painbringer wrote: because there is no other form of Actions to be made for Reloading. I am asserting that RAW says the Strike action includes reloading for reload 0 weapons. Core Rulebook pg. 279 wrote:
That "same action" being the Strike action. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Darksol the Painbringer wrote: ...it's because of a trait that is applied by proxy of Reload rules (and 1+ Hand Weapon rules). And I disagree that there is any proxy. The additional actions of reloading a 1+ reload weapon are Interact actions. That doesn't mean all reload actions are Interact actions. Venn diagram. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Core Rulebook pg. 279 wrote: While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn. The way I interpret this RAW is that reloading is not automatically an interact action as others assert. If you reload quickly (reload 0), you do that as part of the Strike action (no Interact). If it takes longer (reload 1+) then, and only then, those other actions are labeled as Interact actions. This interpretation does give bows another benefit. However, when viewed in this context the other rules that build from here: AoO specifically stating ranged attacks provoke, Mobile Shot Stance, etc. all make more sense... to me. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I believe Uttini is talking about just the Rulebook line. I'd like to second that. It would be nice to get the 2e rulebook downloads cleaned up into one section. I had to hunt for my Bestiary 3 and found it with my APG under “:Hardcovers”. Meanwhile Bestiary 2 and the GMG are under “:Second Edition Rulebooks”, and the CRB and Bestiary 1 are under “:Rulebooks”. All the First Edition stuff got moved to a “:First Edition” heading. Can’t you put all the 2e rulebooks together? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Since I'll likely catch it non-live via youtube, I'd like to get my Q&A question in now: Since the release of 2E, there has been a fair amount of message board discussion on the lethality/difficulty of the 2E APs, especially for groups new to the game and/or casual play groups. I've experience this in my own casual play group. Can you talk about the design philosophy behind the intended difficulty of the APs? Thanks! ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Aaron Shanks wrote: When we have an target release date for Pathfinder Lost Omens: Absalom, City of Lost Omens we will promote it. However, you will not have to wait long for the gillmen. :) So I downloaded my subscriber copy of the Ancestry Guide today and for gillmen it says: Quote: For information on playing an azarketi, see the “Azarketi Ancestry Web Supplement” on paizo.com or Absalom, City of Lost Omens. Any ETA for either of these? ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Nefreet wrote:
Thanks. That one was a little more clear to me, but I agree still debatable based on other posts here. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Sorry, I guess I wasn't clear. I'm not looking for answers to those questions (as the next two posts couldn't agree on the answers). What I'm looking for is other questions of debated attributes that my GM will need to rule on in our home game. zag01 wrote:
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Helpful thread as I'm considering playing a Druid or Ranger/Druid in our next campaign. To make it simpler on my GM, I've compiled these questions that they'll need to rule on. Any others you all would recommend? 1. The phrase in the various ____ Form spells that state: “…which are the only attacks you can use.” Is this meant to apply only to strikes or to all actions that have the attack trait, namely skill actions and other basic actions?
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Moving forward, is it possible to get the map artwork without the grid on it? When uploading maps to roll20 my biggest frustration is trying to get the map grid to align with the roll20 grid. I'd also prefer this with the printed product as I have a 'gridded' plexiglass that I slip my maps under and do all my writing on the plexi. I figure I'm in the minority here, but a gridless jpg would be great. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I don't see a problem with being able to get both dedications at 1st level. It's not like you're getting them for 'free', you're actively choosing them over other heritages/rackets. You can only ever have one (1) heritage and one (1) racket. While some heritage benefits can be gained by other means, most cannot. Racket benefits are not reproducible. I would argue that, due to each being a one time selection, heritages and rackets are 'worth more' than class feats (to include dedication feats). Therefore, the 'bonus' of not having to use a class feat later to select the second dedication feat is actually a poor trade and could be seen as balanced from that perspective. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Ascalaphus wrote: - 1E Pathfinder held out the tantalizing notion that magic rods were also usable as weapons as written in their descriptions, but then when you read them very few of them actually said that. This time, let's make it a blanket rule. Agreed. I made them all equivalent to light maces, though I was conservative in that I took away the weapon traits and said they also couldn't have weapon runes, however... Ascalaphus wrote:
A weapon property rune is an interesting idea. I assume your intent is to have this rune give the ability to use the weapon's potency rune to also add to cantrip/spell attacks? I'll have to think on that one. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() vagrant-poet wrote: You don't end in melee range with the cantrip though. An important distinction. Important from a caster's perspective. Not as much from a martial's point of view. ;) vagrant-poet wrote:
I do appreciate the input. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Salamileg wrote: When comparing martials to cantrips, you should really be using ranged weapons. Weapons still come ahead, as they should, but it's a much smaller gap. I don't know. 2 actions = cantrip or stride & strike. Most cantrips have a 30' range limitation so I don't see those choices as being unequal. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() rainzax wrote: This is a Homebrew thread! I think we've wandered in that direction. My original intent was to get general advice/feedback. rainzax wrote:
What is your thoughts behind making them school specific? Seems like certain school orbs would never see play due to lack of DCs or DCs that matter. Why wouldn't you just up level/price to make it apply to all schools? Though my approach does limit to magic tradition... that could be seen as just as arbitrary. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Phntm888 wrote: Once potency runes are factored in, spell attack rolls fall behind attack rolls for all martials. Now, this was probably intentional on Paizo's part, since Exocist did point out that cantrips tend to do higher damage, but I suspect that as more non-cantrip, non-focus spells come out that require a spell attack roll, the lack will start to feel more noticeable for spellcasters. I don't see much of an issue with giving spellcasters a way to gain a +1 potency rune to spell attack rolls at level 6, and then a +2 potency rune at level 14, in order to keep them from falling quite as far behind, especially since those are the points where spellcasting proficiency really lags behind martial attack rolls. Thanks for posting the breakdown on attack values. That hits to the main point for my adding in spell attack boosts. Further, I would disagree with you and Exocist about cantrips doing higher damage. Again, once you factor in level appropriate Striking weapons a Fighter with a d8 weapon is on par with heightened cantrip damage and a Barbarian with a d12 weapon greatly outpaces both on damage output. And that is comparing a single-action strike vs. a 2-action cantrip. I think I will introduce this into my game and see how it goes. @Glass - I'm happy to report back. I doubt it will get to wonky though. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Thanks all. Any thoughts on Item level? I like the idea of applying only to cantrips. Perhaps for a lesser version. My current thought is to utilize Rods & Orbs since those seemed to be dropped in 2e. Lesser Rod (+1 with cantrips) - level 4
Orb +1 (DCs) - level 12
My thought being to keep it a plus behind weapons of similar level and require actions to swap out between rod and orb. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() So I'm running an Pathfinder 2e Eberron game converting 3.5 and 5e modules as we go. I came across this item: WAND OF THE WAR MAGE +1
I assume this is a fairly common (or uncommon as it says) 5e item. [I don't play 5e.] I've noticed that while +1 weapons and +1 striking weapons are very common in 2e there seem to be no similar items for spellcasters. I'm sure that was a conscious design decision by the Paizo folks, but I'm wondering how much would it break the game if I introduced this type of item. ?? I know I can put what I want into my home games, rule 0, etc. What I'm looking for is advice on what to look out for, power-creep specific. I'm still getting used to the tighter math of this system over 1e/3.5. Would this item seriously skew things? Would also adding +1 to DCs or a separate item that does so be the same/worse? Right now I'm considering introducing it as only a +1 attack boost and making it tradition specific (arcane, divine, etc). Then a separate item that boosts DCs, also tradition specific. Could use advice on what level to place these at too. Any thoughts would be appreciated. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Thanks for the feedback. My player asked about the cantrips too. The intent was for them to work just like regular cantrips, so you can use the device multiple times throughout the day. My player gave a broken femur to the party sorcerer and said "just snap off a piece to distrupt undead". He also routinely carries his 1940s/50s style flashlight. Still low level, but he's already got the feel for describing his devices down. I did just try and reuse other class feats. I didn't copy the full text to keep it shorter, but see your point. Any thoughts on the homunculus feats? My intent was to make them able to be the minion specialist which was one of their shticks from the original. If you have time to look over the others, I'm short a couple spells for some of the dragonmarks. I figure I can add in once more books come out but I'm open to input with whats out now. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Hello All, I've started running an Eberron game using the 2e rules and have been converting different things from the original 3.5 ruleset that I haven't seen (or haven't liked) from others. I'd appreciate feedback on my work thus far: I haven't seen anyone else tackle the Artificer yet. I modeled it off of the Alchemist which I know people have mixed feelings towards so I'm curious to hear opinions. The Dragonmark conversions I've seen have mostly adopted the 5e approach and made/treated them as backgrounds. I prefer the original 3.5e style of feats that give spell-like abilities and have modeled them as such. I'll admit these may be a bit OP but that has been the flavor for me. I've seen a few warforged conversions and most have been good. I even cribbed one that I liked and then tweaked it. (credit given in document). Finally, I'd like to acknowledge John Templeton's Shardfinder 2 as it's obvious he has put a lot of work into that and I'm stealing regularly for my home game from there. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Thanks for the reply and explanation. You say you applied the refund to my store credit. I'm not seeing that I have a store credit on my account page. Should I be seeing it somewhere else? Can you just auto-apply it to my next subscription shipment? Thanks,
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Hello, I just got my authorization email and it appears my Advantage discount only got applied to my AP and not my other subscription item. Hoping this is just an error and not something I misunderstood with the changes to the advantage discount. Thanks,
PS. I swear I made a post about 30 minutes ago and can't find it, so sorry if two pop up. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Thought I'd post here as others may have the same issue.
My order #: 7916530 Z ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Hello, With this order I've restarted my Campaign Setting subscription, however I'd like it to start with the Lost Omens book, not the Druma book. I selected 'start with Lost Omens' at each page but it kept resetting to Druma. Please correct as I know you can. Thanks,
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() I wanted to restart my Adventure Path subscription with the first of the Return of the Runelords, but it kept defaulting to the last of the previous AP. With your website down, I was waiting to see the option of 1 or 2 of the current and it looks like I missed it.
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() thaX wrote: Well, the books coming out will be somewhat less than PF1 as PF2 will share a schedule with Starfinder where PF1 did not. Is this conjecture or have I missed some official post? From what I've seen Paizo post on the matter, plus all the new hires they keep announcing, a drop in production for Pathfinder would surprise me. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
![]() Deadmanwalking wrote:
Thanks. I just saw there were more than 2 podcasts. Link to 3 & 4 for those that haven't heard them: About AseveFeats:
Weapon Finesse Skills:
Knowledge (local)+2 Knowledge (planes)-2 Bluff +0 Craft -2 Perception +0 Sense Motive +4 Stealth +3 Intimidate +0 Survival +4 Basic Statistics:
Size: Medium Speed: 20 ft, climb 20ft. AC: +2 natural armor Saves: Fort (bad), Ref (good), Will (good) Attack: bite (1d6), tail slap (1d6) Ability Scores: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Free Evolutions: bite, climb, tail, tail slap. Evolutions:
Bite, climb, tail, tail slap, grab (bite), reach (bite) Combat:
Bite +2, 1d6+1 and grapple attempt; tail slap -1, 1d6+1; CMB +2, +6 Grapple CMD 15 Will +2, Fort +1, Ref +5 |