LizardMage |
I just want to know what premonitions do for the cleric and how they get it.
So many archetypes I wanna see. I really wanna see the Medic and the sentinel (shield based one I think) does.
~
First one I’m going to is the Martial Artist. Shortly followed by Dragon Disicple.
Terevalis Unctio of House Mysti |
The Advanced Player's Guide is now sanctioned for use in Pathfinder Society play. You still need a copy of the book as normal, but we wanted to make sure you're all prepared to hit the ground running with your new APG characters come GenCon.
Note that APG options aren't legal for play until the book's listed release date!
Great news!
Porridge |
5 people marked this as a favorite. |
Just got mine!
A couple interesting things from my first skim:
--Rare backgrounds, which depart from the standard format, like Amnesiac (with three ability boosts instead of two, but no skill bonuses).
--A few little tidbits that edge towards improving the Alchemist. In particular, the Perpetual Breadth (8) class feat makes non-bombers a bit more viable. And there are a number of new alchemical items which potentially give them a bit more versatility. On the bomb side, this includes Blight Bombs which inflict poison damage, Dread Ampoule bombs which inflicts frightened as well as mental damage, and undead-targeting bombs. There's a Drakeheart Mutagen which looks more or less mandatory for melee-focused mutagenicists, granting substantial bonuses to AC. And there are a handful of other alchemical elixirs, like the Focus Cathartic (which counteracts mental effects), Sinew-Shock Serum (which counteracts physical effects), and things like Soverign Glue and Universal Solvent, which do exactly what you'd expect.
--The Wizard gets the Convincing Illusion (6) class feat option, which allows them as a reaction, when someone nearby succeeds at disbeliving one of their illusions, to make deception check to stop them from disbelieving. Pretty cool.
--The archetypes in general are very solid -- most of them (IMHO) are significantly more attractive than any of the other (non-multiclassing) archetypes Paizo's published. For one example, the Bastion archetype gives you access to pretty much all the good shield class feats, as well as several new feats, the coolest (IMO) of which is the Disarming Block (4) feat which allows you as a free action (not a reaction!) to disarm a creature whose attack you just blocked (no free hand needed). Disarm isn't great in general, but when it's free...
Porridge |
4 people marked this as a favorite. |
@Porridge Any info on Cleric Premonitions?
I see two cleric class feat premonitions. Both are reactions. The first is a low-level option (1) which helps with hazard-related saves (+2 circ bonues). The second is a high-level option (14) which allows a re-roll of a failed mental save (with a +2 circ bonus).
For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonuses
This one's a little trickier to assess than some of the other archetypes. It's one of the two page archetypes, with more feats than most archetypes:
Overall, an intriguing archetype, but would have to crunch some numbers to get a better sense of the overall viability.
Some feats look pretty nice right off the bat -- like Dragon Arcana (which adds 10 spells to your spell list). But hard to assess many of the others without crunching some numbers. For example, Scales of the Dragon (4) adds a moderate bump to AC but also imposes a dex cap -- which looks OK, but would have to crunch numbers against other AC options. Likewise, Disciple's Breath provides a 9d6 breathweapon that you can use every 1d4 rounds -- which looks nice, but would have to crunch numbers against other options available at 16th level.
Porridge |
5 people marked this as a favorite. |
(Just a heads up -- I'll do my best to answer questions, but I'm also juggling a 4 year old, so my time to answer questions is limited!)
The two things I'm most curious about is support for weapon based monks and just more weapons in general. Anything like that?
Yeah, the Monk gets a lot of weapons support. Putting aside weapon-focused archetypes (which are pretty good themselves!), the Monk's new class feats include these weapon-focused options:
The gives you bow proficiency matching your unarmed proficiency, and the ability to use monk abilities with them in your first range increment. Pretty sweet. The second allows you to do the same with shuriken (no range increment limitation here, though). The third allows you to treat agile and finesse ancestry weapons as if they had the monk trait.
The rest offer cool archer-monk like abilities, like catching an arrow fired at you and immediately firing back at the attacker, pinning an opponent in place if you can get two ranged attacks to hit, ignoring concealment and cover of nearby targets, and firing three arrows at a time that carry some nasty riders if they hit, etc.
Overall, weapon-focused monks, and especially ranged weapon ones, look like attractive options now.
Could you tell us what are the news ancestries and heritages like?
The new ancestries/heritages, and neat thing or two about each:
dpb123 |
1 person marked this as a favorite. |
KageNoRyu wrote:For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonusesOverall, an intriguing archetype, but would have to crunch some numbers to get a better sense of the overall viability.
Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?
Porridge |
3 people marked this as a favorite. |
I'm hoping swashbuckler got a stance for dueling parry. I'm still waiting to see how much archetyping I'm going to have to do to get to the character I'd like to build.
Well, you're in luck! The Swashbuckler gets three packages of defenisve options, a couple feats supporting one-weapon and nothing in the other hand (Dueling Parry, Guardian's Deflection, Dueling Stance), a couple feats supporting two weapon fighting (Twin Parry, Twinned Defense), and a couple feats supporting bucklers (Buckler Expertise, Buckler Dance). Pretty nice.
Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?
The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
I think the Monk got more cool stuf than any other class. Non-weapon focused class feats include a bunch of new stances, like Gorilla stance (bonuses to climb checks, with a follow up feat that gives a free demoralize, does extra damage against frightened opponents, and gives a climb speed), Stumbling stance (feint-focused stance), Cobra stance (poison damage, bonus to fort saves and poison resistence, follow-up feat gives reach and persistent poison damage), Peafowl stance (actually, this one is weapon-based... I forget to mention it above, but it allows a free step after sword attacks, with a follow up feat that allows two free steps before strikes), and Clinging Shadows Stance (a ki spell stance that does negative damage and gives bonuses to grappling, with a follow up feat granting a nasty AOE negative blast that damages and enfeebles creatues in a 30' radius).
Lots of other nice stuff, though, like One-Inch Punch (6), which has both a 2 action and a 3 action version. The 2 action version which basically acts like power attack (but only one strike of MAP), the 3 action version which acts like a double-strength power attack.
jimthegray |
Just got mine!
A couple interesting things from my first skim:
--Rare backgrounds, which depart from the standard format, like Amnesiac (with three ability boosts instead of two, but no skill bonuses).
--A few little tidbits that edge towards improving the Alchemist. In particular, the Perpetual Breadth (8) class feat makes non-bombers a bit more viable. And there are a number of new alchemical items which potentially give them a bit more versatility. On the bomb side, this includes Blight Bombs which inflict poison damage, Dread Ampoule bombs which inflicts frightened as well as mental damage, and undead-targeting bombs. There's a Drakeheart Mutagen which looks more or less mandatory for melee-focused mutagenicists, granting substantial bonuses to AC. And there are a handful of other alchemical elixirs, like the Focus Cathartic (which counteracts mental effects), Sinew-Shock Serum (which counteracts physical effects), and things like Soverign Glue and Universal Solvent, which do exactly what you'd expect.
--The Wizard gets the Convincing Illusion (6) class feat option, which allows them as a reaction, when someone nearby succeeds at disbeliving one of their illusions, to make deception check to stop them from disbelieving. Pretty cool.
--The archetypes in general are very solid -- most of them (IMHO) are significantly more attractive than any of the other (non-multiclassing) archetypes Paizo's published. For one example, the Bastion archetype gives you access to pretty much all the good shield class feats, as well as several new feats, the coolest (IMO) of which is the Disarming Block (4) feat which allows you as a free action (not a reaction!) to disarm a creature whose attack you just blocked (no free hand needed). Disarm isn't great in general, but when it's free...
i love that the dm chooses the 3rd sta boost
Porridge |
3 people marked this as a favorite. |
I realize to truly answer this question would require number crunching. But at first glance does the Superstition Barbarian look viable/competitive with the other instincts?
It's certainly intriguing. My guess is that it's a *little* weaker than the strongest barbarian options (e.g. dragon barbarians), but on a par with some of the other options (e.g., fury barbarians). It will depend a lot on the campaign though -- they'll shine in an AP with lots of spellcasters.
The downsides: It has the expected anathema (won't willingly accept effects of magical spells, though things like potions, elixirs, and magic items that aren't spell-casting are OK). Also only gets a big damage boost against spell-caster; it only gets a relatively small damage boost when raging against non-spell-casters.
Gets raging resistance to two magical traditions -- potentially very good, and potentially not that good, depending on the campaign.
The upsides: They do get a +2 status bonus on saves against magic, though, which is a big deal. And they get some interesting class-specific feats, the most interesting of which kick in at higher levels -- Sunder Spell (12) and Sunder Enchantment (14).
Anything about the Witch Hexes, Shadow Sorcerer Bloodline, and Superstition Superstition Instinct Barbarian?
But they look pretty decent (especially if carried by Cackle). Blood Ward increases a target's saves and AC against a particular type of creature; Clinging Ice is a cantrip that does cold damage and potentially hampers speed; Elemental Betrayals makes creatures take additional damage from some element (no save!); Evil Eye is a cantrip that makes creatures frightened; Stoke the Heart is a cantrip that provides a status bonus to damage rolls; and so on; there are about 20 hexes in all.
On the whole these look pretty well-balanced -- not quite as overwhelming as the Bard's composition cantrips, or as powerful as the PF1's hexes like Slumber and Evil Eye, but many of them look like interesting options that are competitive with the other spellcaster cantrips.
Mark Seifter Design Manager |
3 people marked this as a favorite. |
dpb123 wrote:Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
That is its access entry, not its prereqs.
The-Magic-Sword |
That is its access entry, not its prereqs.Porridge wrote:dpb123 wrote:Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
I've actually been wondering, from a design perspective, whats the difference?
Justin Franklin |
I've actually been wondering, from a design perspective, whats the difference?Mark Seifter wrote:That is its access entry, not its prereqs.Porridge wrote:dpb123 wrote:Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
I would say access is something you are and prerequisite is something you have. So being from Taldor would be an access and a feat you have to have would be a prerequisite.
thewastedwalrus |
An access entry is a particular way that the character can specifically gain access to take the ability/item/etc. Otherwise, they would have to either ask their GM if they can have access to it as part of their backstory at character creation or gain access to it as part of their story in the game. The access entry definitely isn't supposed to be the only way to gain access.
For dragon disciple as an example, maybe a character could gain access to its options by finding and learning from a powerful dragon over some downtime.
Mark Seifter Design Manager |
11 people marked this as a favorite. |
Prerequisite: You MUST meet this to take the option.
Access: Anybody can take the option, but it's uncommon or it wouldn't have this entry. If you meet this, you get access to it automatically even though it's uncommon.
The definition is found in the APG, and the GMG under rarity, and some Lost Omens.
Ascalaphus |
2 people marked this as a favorite. |
"Access" is something that comes with Uncommon things, and gives a way to get access to it. For example, some feat may represent special Ulfen training, so the access condition is Ulfen ethnicity.
A non-Ulfen might go to the Land of the Linnorm Kings and do enough cool things that eventually they're willing to teach him, but an Ulfen can just take it off the shelf.
Compare that to a Prerequisite, which is something you absolutely must have. Before you can learn Improved Knockdown you have to know Knockdown.
Mark Seifter Design Manager |
3 people marked this as a favorite. |
oh I see, it follows the normal rules for Uncommon options but if you meet the "Access" then you treat it as Common.
Neat-o
That is basically correct, though it isn't technically correct in that let's say we made a really pointless monster that was like "Weakness: Common Archetypes. If you have a common archetype, deal 10 more damage" you would not deal 10 more damage because it still isn't Common.
Essentially, you have access to everything that is common by default, and anything you access via an access entry or being granted access by some other choice you made (like an uncommon focus spell from your class feats), and also anything the GM gives you access to through play. If that makes sense?
It's:
Common->You can access it
Uncommon but meet Access entry->You can access it
Rather than this version which is very similar but not quite accurate:
Common->You can access it
Uncommon but meet Access entry->Common
DeciusNero |
DeciusNero wrote:All of the Universal Heritages have Lineages, which are basically heritages for heritages. For the Tiefling they get Grimspawn, Hellspawn, and PitbornDo tieflings etc. have any specific heritages? I.e., asura-spawn vs. demon-spawn? Or hags for changelings?
Thanks.
Super, thank you! :D
The-Magic-Sword |
Prerequisite: You MUST meet this to take the option.
Access: Anybody can take the option, but it's uncommon or it wouldn't have this entry. If you meet this, you get access to it automatically even though it's uncommon.The definition is found in the APG, and the GMG under rarity, and some Lost Omens.
Understood, thanks for the clarification
Michael Sayre Organized Play Developer |
8 people marked this as a favorite. |
Orcs: get a mix of abilities you can use when near death/about to drop, unarmed/natural attack abilities, and animal-focused abilities. My favorite is the high level (13) Spell Devourer, which gives you temp hp equal to twice the spell's level/the level of the effect whenever you make a save against something magical. Pretty nice!
I'm glad this is already seeming so popular; I put a lot of extra time in with the design team while working on orcs to try and get them just right, and this was one of the feats I most hoped would be in the final version :)
Thewms |
Thewms wrote:That is basically correct, though it isn't technically correct in that...oh I see, it follows the normal rules for Uncommon options but if you meet the "Access" then you treat it as Common.
Neat-o
I see the distinction now. You always explain thing very well, Mark.
Thanks!
Porridge |
3 people marked this as a favorite. |
This sounds amazing. Could you disclose some good stuff about the mauler archetype?
Thematically, Mauler archetype is both a two-handed weapon specialist and specialist in maneuvers that move people around/knock them prone. They get a access to a bunch of core rulebook feats of that kind (e.g., Knockdown, Improved Knockdown, Unbalancing Sweep), as well several new feats of a similar kind. The coolest are probably either the Hammer Quake (14) feat, which allows you to make a trip attack against every foe in some square in reach, and every foe adjacent to them (no free hand required), or the Avalanche Strike (16), which is pretty much like the Barbarian's Whirlwind Strike.
For those of you who have the book, a question: what is the coolest thing about the Oracle?
Well, here are two cool things I like.
One is that they now all have a constant mild curse, which adds some nice flavor to each mystery (e.g., Ancestors oracles have their hair, clothing and belongings constantly shifting and moving about in response to the sprits surrounding them; Battle oracles smeel faintly of steel and blood, and hear the sounds of battle in the distance at all times; and so on).
The other is that they've done a nice job at opening up the range of characters you can lean into by choosing different mysteries, which is pretty cool.
The Battle mystery sets you up to go in the martial direction nicely (proficiency in all weapons and armor, with some melee-oriented revelation spells, and an increasing curse which reduces your AC and saves when not in combat, but grants bonuses to damage (up to +6) and an increasing fast healing (up to your level/round) while in combat, though the major curse also makes you stupefied 2).
The Cosmos mystery sets you up to be an ethereal cloistered cleric, with resistance equal to 2+half your level to all physical damage(!), some nice star/darkness-style revelation spells, and an increasing curse which makes you more and more enfeebled and susceptible to grapple/shove effects, while also gaining the increasing abilitiy to jump, leap, walk on liquids, and the like.
The Lore mystery sets you up to be a knowledge/utility caster specialist, with an extra spell known per level, and a curse that lowers your initiative and eventually makes you flat-footed, while at the same time giving you the ability to make free "take 10"-style Recall Knowledge checks.
The Tempest mystery sets you up to be a blaster-specialist, with the ability to see through wind/rain/fog/water etc, and a +spell level bonus to damage from non-cantrip air or water spells, the electric arc cantrip, blaster-style revelation spells, and an increasing curse which makes you vulnerable to electricity (and resistant to fire), but also makes the area around you difficult terrain for others, and at the extreme end, inflicts electricity damage on those who strike you.
And so on.
I’m curious about new ancestral weapons (more specifically if the orc double axe is back).
No, orc double axe, I'm afraid. In fact, orcs don't get a weapon ancestry feat in this book -- instead they lean into unarmed and natural weapon-style ancestry feats.
Cthulhusquatch |
2 people marked this as a favorite. |
Orcs already have the weapon feat.. from the core book. Just not some of the weapons.
RaptorJesues wrote:
This sounds amazing. Could you disclose some good stuff about the mauler archetype?
Thematically, Mauler archetype is both a two-handed weapon specialist and specialist in maneuvers that move people around/knock them prone. They get a access to a bunch of core rulebook feats of that kind (e.g., Knockdown, Improved Knockdown, Unbalancing Sweep), as well several new feats of a similar kind. The coolest are probably either the Hammer Quake (14) feat, which allows you to make a trip attack against every foe in some square in reach, and every foe adjacent to them (no free hand required), or the Avalanche Strike (16), which is pretty much like the Barbarian's Whirlwind Strike.
Ventnor wrote:For those of you who have the book, a question: what is the coolest thing about the Oracle?Well, here are two cool things I like.
One is that they now all have a constant mild curse, which adds some nice flavor to each mystery (e.g., Ancestors oracles have their hair, clothing and belongings constantly shifting and moving about in response to the sprits surrounding them; Battle oracles smeel faintly of steel and blood, and hear the sounds of battle in the distance at all times; and so on).
The other is that they've done a nice job at opening up the range of characters you can lean into by choosing different mysteries, which is pretty cool.
The Battle mystery sets you up to go in the martial direction nicely (proficiency in all weapons and armor, with some melee-oriented revelation spells, and an increasing curse which reduces your AC and saves when not in combat, but grants bonuses to damage (up to +6) and an increasing fast healing (up to your level/round) while in combat, though the major curse also makes you stupefied 2).
The Cosmos mystery sets you up to be an ethereal cloistered cleric, with resistance equal to 2+half your level to all physical damage(!), some nice star/darkness-style revelation spells, and an increasing curse which makes you more and...
Zaister |
1 person marked this as a favorite. |
I saw in one of the streams that the Investigator got kicked down from 6 + int skills to 4 + Int. Do they still get a skill increase every level, and extra mental skill feats, though?
4 + Int Skills is correct, and a skill increase every level from 2nd onwards, as well as bonus skill feats that must me based on Skills with Int, Wis or Con modifier at 3rd level and every 2 levels after that.
falco1029 |
falco1029 wrote:I saw in one of the streams that the Investigator got kicked down from 6 + int skills to 4 + Int. Do they still get a skill increase every level, and extra mental skill feats, though?4 + Int Skills is correct, and a skill increase every level from 2nd onwards, as well as bonus skill feats that must me based on Skills with Int, Wis or Con modifier at 3rd level and every 2 levels after that.
Awesome. Less starting Trained skills for an int based class is nbd, so long as they're still otherwise skill-monkey'd in increases.
(I'm playing one in a dual class game right now, using playtest rules, wanted to be sure I'd not be entirely redoing my character when we switch to the final)Porridge |
2 people marked this as a favorite. |
So, are their new weapons in the book? What about other equipment?
New weapons are the Sword cane, Claw blade (catfolk), Khakkara, Tengu gale blade, Wakizashi, Bola, and Daiyu. In addition to the alchemical items I mentioned earlier, the misc new items are brass ear, concealed sheathes, detective's kit, dueling cape, net, parrying scabbard, and persicope.
In the playtest, Life Oracles were enervated by their curse healing people hurt them. I didn't like this because I've always like the idea that life oracles were very vital and vibrant. In the official version, is the Life Mystery curse still enervating?
Yes, it's still enervating. (It might be less enervating than it was in the playtest -- I'd have to go back to compare them -- but the general feel of the curse is similar.)
What do the evil champions get?
The Tyrant's reaction is Iron Command (trigger is an enemy harming you; enemy must drop prone or take mental damage, and you deal more damage against the foe), the Desecrator gets Selfish Shield (same trigger; you gain resistence against the attack, and you deal more damage against the foe), the Antipaladin gets Destructive Vengeance (same trigger; increase the damage you take, but also deal similar damage to the enemy, and do significantly more damage against that foe). All of them get Touch of Corruption as their focus spell. Class feats largely mirror opposites of the ones the good aligned champions get (e.g., enemies get penalties to saves against fear instead of allies getting bonuses, etc).
I'm wondering the dragon disciple does he also give a few proficiencies?
It doesn't give any new proficiences, I'm afraid.