[PaizoCon] The Preview Banquet


Pathfinder Second Edition General Discussion

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The Banquet Starts Here!

I did not catch everything because there was a lot here. I’ve focused mostly on PF2 content, but I’ve tried to leave in links to each individual presentation so you can find what you’re interested in/double-check my summaries. You can see the slides at pretty high-def in the Twitch presentation, so dig in and copy over all of the content!

(1) Lisa kicks it off at the above link.

(2) Erik Mona begins the presentations with thank yous for everyone.

(3) Rob McCreary re: Starfinder

(4) Erik Mona introduces the PF2 Content

He waves the GM screen around. I can’t really make anything out. He displays a slide with several characters from upcoming books, including a Strix, a couple Goblins, some kind of Elf, and a Hobgoblin (new design! looks good!).

(5) Erik Mona re: Lost Omens World Guide

Updating the timeline. “A world that is fundamentally shaped by events in Pathfinder adventures and Pathfinder Adventure Paths.”

The regional breakdown. Absalom gets its own region, its own chapter. Erik wrote it. “We’re going deep on the island [of Kortos] itself.” As with all of the slides displayed in the banquet, the design of the book’s interior looks *gorgeous*.

Backgrounds & Archetype from Kortos. Backgrounds: Child of the Puddles; Diobel Pearl Diver; Freed Slave of Absalom; Grand Council Bureaucrat; Inlander; Menagerie Dung Sweeper; Pathfinder Hopeful; Trade Consortium Underling. Archetype: Pathfinder Agent! The dedication feat lets you add your level to any untrained skill check (pretty dang cool!). You can dig into the details on the image shared.

(6) WORLD GUIDE #2: LOST OMENS CHARACTER GUIDE

The World Guides will come out about quarterly. Typically around 120–140 pages. Every once in a while a bigger one.

This one gives ways to dive deep in your character: * New heritages & ancestry feats for every Core Rulebook ancestry. * 3 new ancestries: Hobgoblin; Leshy; Lizardfolk. (The slide incorrectly says Bugbear when it should say Hobgoblin.) * Five complete factions with archetypes and other benefits of membership. * Templates to make faction-specific monsters.

Erik mentions Elves from the Mwangi Expanse or from snowy lands. He explains the choice of the new ancestries: there’s a Hobgoblin nation in the Inner Sea now; all of the staff & the fans loves Leshies; Gabe is playing a Lizardfolk on Oblivion Oath.

What about Teiflings, Ratfolk, other ancestries folks really love? “Soon!”

Factions include Hellknights. Each faction includes monster templates and a few NPCs for GMs to use. Erik displays a slide with a Leshy, a Dwarf, a New Thassilonian (“you have the opportunity to play those as well”), and a couple others.

(7) WORLD GUIDE #3: LOST OMENS GODS & MAGIC

January 2020. * Key details on the gods of the Age of Lost Omens! * Exhaustive index of hundreds of deities with domains, favored weapons, and more! (“All the stuff you need to play those characters”) * New domains, feats, and spells to customize your character based on their faith!

(8) AP #1: Age of Ashes

Some beautiful art of Merisiel & Kyra fighting an armored skeleton dude. Erik describes the rough outline of the AP plot. Nothing that sounds terribly new. Re: the bad guy: “maybe you kill him, maybe you convince him he’s wrong, maybe you just get breathed on.”

APs will double up in July/August so last PF1 AP volume comes out pretty much at same time as first PF2 AP volume. (And ongoing? I’m unclear.) Goal is to get 2 full APs each year.

(9) AP #2: THE EXTINCTION CURSE

It ALL takes place on Isle of Kortos. You’re members of a traveling circus exploring the island. When he raised Kortos, to make it fertile & thriving with life Aroden stole magic gems from Orv that Troglodytes used to grow food deep in the darklands. Now the Troglodytes want them back! They want to destroy all life on Kortos! Only the circus performers stand in the way! “It’s gonna be awesome.”

(10) Tonya re: Organized Play

Stuff re: Starfinder Society.

PFS is going into the Year of the Open Road. Exploring famous PFS history/historical figures.

Adventure Card Game gets org play too. Including its own themed year.

(11) Mike Selinker re: Adventure Card Game

(12) Erik Mona re: Kingmaker CRPG & PF2 Release

Kingmaker video game. Free “enhanced edition” coming out June 6, 2019. Includes the Slayer. Also releasing new DLC, “Beneath the Stolen Lands”, a giant dungeon.

(13) PATHFINDER SECOND EDITION: Core Rulebook

Jason walks through the Core Rulebook chapter-by-chapter. Lots of slides. The spreads are absolutely gorgeous. Dig in!

Introduction. Entirely rewritten. Does explain character creation.

Ancestries & Backgrounds. Art of a Goblin eating a giant pickle. 35 backgrounds in Core Rulebook, including: miner; blacksmith; farmer; fortuneteller.

Classes. Barbarian intro spread including great art of Amiri. We went through all 12 classes “with a fine-toothed comb” after the Playtest. Only classes that don’t have class-path options are Fighter & Monk, “we wanted you to build your own” with feats. Renamed Barbarian “totem” to “instincts.” Sorcerers get some new bloodlines including Hag and Undead (which gets a spell called gluttonous bite, with some horrifying art). All of the classes get sample builds. Classes take up some 180–200 pages. Lots and lots of class features and options. Archetypes: multiclass archetypes for each class. Displays the Bard/Champion spread (looks like 9 Bard feats & 7 Champion feats?). Great art.

Skills. Reorganized to unify uses common to several skills up in the front of the chapter to clean up the rest. E.g., knowledge, seeking.

Feats. E.g. Underwater Marauder, with art of Valeros ‘bout to get eaten by some underwater monster. “He’s gonna need a bigger boat.”

Equipment. “There is some dynamite new stuff in there”, including a set of “armor” anyone can wear that you can enchant called “Explorer’s Clothing.” So even if you’re a Wizard you can get magic “armor.”

Spells. Dinosaur Form. Jason talks about the forum-thread joke of “Dinosaur Fort.” They built it as a 10th level primal spell, “I’m gonna be honest,” it was in the book until the 11th-and-a-half hour. It will be in a future book.

Golarion. Looks like a 1-page spread for each of the 10 regions. Beautiful art on the top half of the page, then a half-page of text.

Playing The Game. Death & Dying illustrated by arrow-riddled Fumbus. Works much like the end of the playtest: wounded condition means yoyo’ing is *really bad* in PF2. But we got rid of negative numbers because everyone hated those.

Gamemastering. Art of Kyra fighting Treerazer. Jason doesn’t really talk about this one much.

Magic Items. Robe of Eyes. Wayfinder. The Vial of the First Lie (whisper from the astral plane of the first lie ever told, open it up to tell a nigh-unbeatable lie, like DC 47 or something: tell the king “I’m the king now”, “oh you are the king!”)

(14) BESTIARY

Jason holds up a final printed & bound copy. Apparently those have already arrived! Shows a spread of good two good outsiders and a spread of two evil outsiders. And a spread of “the ugly” to go with the good and the bad. Shows zonbies, including a giant zombie template that can throw other, smaller zombies. Talks about an “unkillable” zombie template where it resists most damage except head shots. Shows a dragon. Shows the Otyugh/Owlbear spread. Shows a nightmarish sloth. Shows the lich. “Lots of cool customizable abilities.” Shows the Treerazer page: the biggest, most powerful monster in the book. Huge Demon. Level 25. Axe looks like it’s covered in acid. It’s +5 while most weapons only go to +3—but good luck getting it from him!

(15) Fall of Plaguestone

Shows a beautiful intro spread featuring a really nice turnip-themed border.

(16) GAMEMASTERY GUIDE

Dropping Winter 2019. Chases. Duels. Victory Points. A mountain of sample NPCs. Rules for creating: spells, magic items, monsters. The essential book for the GM who wants to customize their game.

(17) #MyPathfinderSpoiler

Employees distribute 100 index cards, each with some rules text copied straight from the game. Each numbered & printed with the hashtag. Hopefully between all of you you can collect all 100 spoilers. Some aren’t exciting but there so you can understand the others. #77 is Jason’s favorite. Jason’s going to UK convention; if the message boards collect all 100 before he gets back he’ll dump a lot more spoilers. THREAD HERE

(18) Owen re: Compatibility License

We love our 3rd-party publishers. 1st Edition Pathfinder licensing isn’t going anywhere!

Also PF2 licensing. Slide: * Early access to the game rules to qualifying publishers. * Qualifying publishers must sell digital or physical products on paizo.com or physical products through Alliance Game Distributors. * Early access publishers will receive rules files and the special Pathfinder symbol font starting June 14. * Interested qualifying publishers should contact licensing@paizo.com

(19) Erik Mona closes the banquet

Seems to suggest they might distribute high-quality copies of the slides? Or maybe just encouraging folks to screencap from the stream, which should be high quality.

Tells attendees what they can do next. We’re done.


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As an international member of the community, thank you.

You're awesome!

Carry on,

--C.


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I went back and captured screenshots of the slides Jason showed during his presentation. I did my best to capture at high quality but the text is still pretty darn fuzzy when you zoom in. Nevertheless, you might be able to muddle through at some level of zoom.

You can find those screenshots here.


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You are killin' it tqomins. Great job!


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Interesting that treerazer has a +5 axe. I wonder if we're keeping +4 and +5s for legacy reasons and restricting them to artifacts. PF1 did have a bit of an issue in APs where occasionally there was an artifact weapon which wasn't especially exciting compared to a normal magic weapon.


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Okay, I’m going through now and doing my best to transcribe. Focusing on mechanical elements. I will post my transcription for each slide as I complete it, in separate posts, for ease of discussion. Each post will lead with the image file name.

Ch. 2 Ancestries & Backgrounds

Goblin. 6 hp; Small; Boosts to Dex/Cha/Free; Flaw to Wis; Darkvision

Charhide Goblin. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Irongut Goblin. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.


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Ch. 3 Classes 01

BARBARIAN: Key Ability Strength; Hit Points 12+Con; Perception Expert; Saves Expert Fortitude, Trained Reflex, Expert Will; Skills Trained in Athletics plus 3+Int skills; Attacks Trained in simple, martial, and unarmed; Defenses Trained in light, medium, and unarmored; Class DC Trained.


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Ch. 3 Classes 02

SAMPLE SORCERER: Demonblood: Ability Scores Your Charisma is most important, and boosting Strength, Dexterity, and Constitution make you a better combatant; Skills Athletics, Deception, Intimidation, Religion; Bloodline Demonic; Higher-Level Feats Dangerous Sorcery (1st), Divine Evolution (4th), Advanced Bloodline (6th), Bloodline Resistance (8th), Greater Bloodline (10th), Bloodline Focus (12th); Spell Repertoire: 1st bane, fear (??), harm (??); Cantrips acid splash, chill touch, detect magic, light, shield

Advanced Bloodline (Feat 6). Prereq: bloodline spell. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Steady Spellcasting (Feat 6). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Bloodline Resistance (Feat 8). You gain a +1 status bonus to saving throws against spells and magical effects.

Crossblooded Evolution (Feat 8). You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.

Greater Bloodlines (Feat 10). You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Overwhelming Energy {A} (Feat 10). If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creatures immunities are unaffected.

... continued in next post—this one’s long!


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Awesome! That Goblin bit gives us a hint that persistent damage has been nerfed.

...probably fair honestly. XD

And FRICK YEAH Crossblooded Evolution is hype!


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Ch. 3 Classes 02 (ctd.)

Quickened Casting {F} (Feat 10). If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast by 1 (minimum 1 action).

Bloodline Focus (Feat 12). Prereq: bloodline spell. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Magic Sense (Feat 12). You can sense the presence of magic as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or end of your turn.

Interweave Dispel {A} (Feat 14). Prereq: dispel magic in your spell repertoire. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.

Reflect Spell (Feat 14). Prereq: Counterspell. When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the spell as normal.

Effortless Concentration {F} (Feat 16). Trigger: Your turn begins. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.

Greater Mental Evolution (Feat 16). Prereq: Arcane Evolution or Occult Evolution. Add one spell to your spell repertoire for each spell level you can cast.

Greater Vital Evolution (Feat 16). Prereq: Divine Evolution or Primal Evolution. Twice per day you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.

Bloodline Wellspring (Feat 18). If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Greater Crossblooded Evolution (Feat 18). Prereq: Crossblooded Evolution. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition.

Bloodline Conduit {A} (Feat 20). Frequency: once per minute. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it.

Bloodline Perfection (Feat 20). Prereq: bloodline paragon. You gain an additional 10th-level spell slot.

Metamagic Mastery (Feat 20). You can use metamagic single actions as free actions.


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Ch. 3 Classes 03

Multiclass Bard Characters: The bard archetype grants powerful effects that tend to use actions; it’s a great choice if you have actions to spare. [<— this kind of coaching tool-tip is interesting. I like it!]

Bard Dedication (Feat 2) (Archetype, Dedication, Multiclass). Prereqs: Charisma 14. You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. [¶] Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse’s feats, but you don’t gain any of the other abilities it grants. [¶] Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.

Basic Bard Spellcasting (Feat 4). You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.

Basic Muse’s Whispers (Feat 4). You gain a 1st- or 2nd-level bard feat.

Advanced Muse’s Whispers (Feat 6). Prereqs: Basic Muse’s Whispers. You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. [¶] Special You can select this feat more than once. Each time you select it, you gain another bard feat.

Counter Perform (Feat 6). You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97).

Inspirational Performance (Feat 8). You gain the inspire courage composition cantrip.

Occult Breadth (Feat 8). Prereqs: Basic Bard Spellcasting. Increase the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels.

Expert Bard Spellcasting (Feat 12). Prereqs: Basic Bard Spellcasting, master in Occultism. You gain the expert spellcasting benefits (page 219).

Master Bard Spellcasting (Feat 18). Prereqs: Expert Bard Spellcasting, legendary in Occultism. You gain the master spellcasting benefits (page 219).

(As before, I’m going to split this into two. This post covers the Bard multiclass archetype; the next will cover the Champion.)


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Ch. 3 Classes 03 (ctd.)

Multiclass Champion Characters The champion archetype greatly improves defenses, particularly armor. It’s a great way for a character to gain armor proficiency or a powerful defensive reaction.

Champion Dedication (Feat 2). Prereqs: Str 14, Cha 14. Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. [¶] You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause. [¶] Special You cannot select another dedication feat until you have gained two other feats from the champion archetype.

Basic Devotion (Feat 4). You gain a 1st- or 2nd-level champion feat.

Champion Resiliency (Feat 4). Prereqs: Class granting no more Hit Points per level than 8+Con. You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.

Healing Touch (Feat 4). You gain the appropriate devotion spell for your cause (law on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

Advanced Devotion (Feat 6). Prereqs: Basic Devotion. You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. [¶] Special You can select this feat more than once. Each time you select it, you gain another champion feat.

Champion’s Reaction (Feat 6). You can use the champion’s reaction associated with your cause.

Divine Ally (Feat 6). You gain a divine ally of your choice (page 108).

Diverse Armor Expert (Feat 14). Prereqs: Expert in unarmored defense or one or more types of armor. Your proficiency ranks for light, medium, heavy armor, and unarmored defense increase to expert.

Dark Archive

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
tqomins wrote:


Quickened Casting {A} (Feat 10). If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast by 1 (minimum 1 action).

It's blurry, but Quickened Casting appears to be a Free Action


(I'm going to skip the skills spread for now at least, since it's pretty detailed and I don't personally care much about Craft or Deception)


3Doubloons wrote:
tqomins wrote:


Quickened Casting {A} (Feat 10). If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast by 1 (minimum 1 action).
It's blurry, but Quickened Casting appears to be a Free Action

Ah, of course. Thanks! Corrected.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

The heck is refocus?! I must know


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Gaulin wrote:
The heck is refocus?! I must know

We have seen it in the Oblivion Oath stream I believe. 10 min to recover focus, can be repeated sequentially. In Oblivion Oath it recovers one focus each time but the character only has 1 focus point so it is unknown if it could recover more than 1.


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Refocus => do something class-appropriate for 10 min to regain 1 Focus.

Enough things say "regain N Focus instead of 1 when you Refocus" to show that in the absence of such abilities you always get 1 back no matter the size of your pool.


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Pathfinder Adventure Path Subscriber

It appears you gain bonus languages equal to your intelligence modifier, instead of just a single bonus language due to high int, at least looking at the goblin page


Is this implication correct that there's no daily limit on Quicken? O_O


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tqomins wrote:
(I'm going to skip the skills spread for now at least, since it's pretty detailed and I don't personally care much about Craft or Deception)

DMs need skills... Did they modify anything on Craft from the playtest. BTW, Tqo, you rule :)


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Ch. 5 Feats

Terrified Retreat (Feat 7) (General, Skill). Prereqs: master in Intimidation. When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

Titan Wrestler (Feat 1) (General, Skill). Prereqs: trained in Athletics. You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Toughness (Feat 1) (General). Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Train Animal (Feat 1) (Downtime, General, Manipulate, Skill). Prereqs: trained in Nature. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 24(?)) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. [¶] Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.

Trick Magic Item {A} (Feat 1) (General, Manipulate, Skill). Prereqs: trained in Arcana, Nature, Occultism, or Religion. You must know what activating the item does, or you can’t attempt to trick it. [¶] Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The GM determines the DC based on the item’s level (possibly adjusted). [¶] If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Int, Wis, or Cha modifiers. If you’re a master of the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

Underwater Marauder (Feat 1) (General, Skill). Prereqs: trained in Athletics. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Unified Theory (Feat 15) (General, Skill). Prereqs: legendry in Arcana. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.

Unmistakable Lore (Feat 2) (General, Skill). Prereqs: expert in Lore. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success you get even more information or context than usual.

Untrained Improvisation (Feat 3) (General). Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

(... to be continued)


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Dimension Door heightened to 5th makes you “temporarily immune” for one hour rather than “bolstered.” I assume that’s the new universal term and they just ate the character count tax to avoid the term no one liked.


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Ch. 5 Feats (ctd.)

Virtuosic Performer (Feat 1) (General, Skill). Prereqs: trained in Performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialities and apply the bonus when attempting performance checks of that type. If it’s unclear whether the specialty applies, the GM decides. [Table:] Acting; Comedy; Dance; Keyboards; Oratory; Percussion; Singing; Strings; Winds.

Wall Jump (Feat 7) (General, Skill). Prereqs: master in Athletics. If you’re adjacent to a wall at the end of a jump, you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Strike as part of the activity. [¶] You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

Ward Medic (Feat 2) (General, Skill). Prereqs: expert in Medicine. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Wary Disarmament (Feat 2) (General, Skill). Prereqs: expert in Thievery. If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Weapon Proficiency (Feat 1) (General). You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice.


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tqomins wrote:
Terrified Retreat (Feat 7) (General, Skill). Prereqs: master in Intimidation. When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

Aww... I saw "Terrified Retreat" and thought we were getting a feat to let you retreat in terror. How disappointing! :-(


Edge93 wrote:
Is this implication correct that there's no daily limit on Quicken? O_O

I hope this is the case. It seemed like Metamagic were all triggered as free actions in the PT do they couldn’t stack. I believe Spells were subject to MAP as well, correct me if i’m wrong, but the ‘Once per Day’ was way too restrictive.


Edge93 wrote:
Is this implication correct that there's no daily limit on Quicken? O_O

The feat lists its frequency as once per day, so there is a limit.


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Okay, I’m going to end my work on this for now, after giving you one more, a new one I’ve just added to the shared folder I linked earlier. From Jason’s presentation, the rules-rich screenshots I have not taken notes on are: skills; spells; Playing the Game; items; the several Bestiary spreads. But I’ve done more than enough on this for now and want to give myself a rest from typing in advance of the “The Philosophy Behind Pathfinder Second Edition” panel in about an hour. I expect I’ll post my notes from that afterward as well.

Lost Omens World Guide -Absalom

## BACKGROUNDS ##

Child of the Puddles. Boosts: Dex or Int; free. Skills: Acrobatics; Absalom Lore. Feat: Steady Balance.

Diobel Pearl Diver. Boosts: Con or Dex; free. Skills: Athletics; Ocean Lore. Feat: Underwater Marauder.

Freed Slave of Absalom. Boosts: Con or Int; free. Skills: Society; Absalom Lore. Feat: Streetwise.

Grand Council Bureaucrat. Boosts: Cha or Int; free. Skills: Society; Government Lore. Feat: Group Impression.

Inlander. Boosts: Con or Wis; free. Skills: Survival; a Lore skill related to the terrain type associated with your home region (such as Hills Lore or Mountain Lore). Feat: Survey Wildlife.

Menagerie Dung Sweeper. Boosts: Con or Wis; free. Skills: Nature; Animal Lore. Feat: Train Animal.

Pathfinder Hopeful. Boosts: Con or Int; free. Skills: Society; Pathfinder Society Lore. Feat: Additional Lore.

Trade Consortium Underling. Boosts: Int or Wis; free. Skills: Society; Business Lore. Feat: Experienced Professional.

## PATHFINDER AGENT ##

Pathfinder Agent Dedication (Feat 2) (Uncommon, Archetype, Dedication). Prereqs: member of the Pathfinder Society; Access: You are from Absalom. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.

Careful Explorer (Feat 4). Even if you aren’t Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap.

Deft Cooperation (Feat 4). When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.

Thorough Reports (Feat 4) (Archetype, Skill). Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.

Wayfinder Resonance Tinkerer (Feat 4). Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. Additionally, you can Activate your wayfinder with a {A} (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour.


Pramxnim wrote:
Edge93 wrote:
Is this implication correct that there's no daily limit on Quicken? O_O
The feat lists its frequency as once per day, so there is a limit.

Ah, I see I missed that. Thanks!

Silver Crusade

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tqomins wrote:

I went back and captured screenshots of the slides Jason showed during his presentation. I did my best to capture at high quality but the text is still pretty darn fuzzy when you zoom in. Nevertheless, you might be able to muddle through at some level of zoom.

You can find those screenshots here.

Love the equipment one with Amiri.

Oh no! Bulmahn and JJ are fighting! O.O


Pathfinder Adventure Path Subscriber
Edge93 wrote:
Is this implication correct that there's no daily limit on Quicken? O_O

It says 1 per day

Silver Crusade

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That Otyugh is one vicious lookin sewer doggo.


tqomins wrote:
Pramxnim wrote:
Edge93 wrote:
Is this implication correct that there's no daily limit on Quicken? O_O
The feat lists its frequency as once per day, so there is a limit.
Ah, I see I missed that. Thanks!

Drat. I would hope for at least once per hour. XP


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So I'm seeing an implication that a high/long jump allows a Strike as part of it. I am interested...


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One thing I'm very happy to see: multiclassing stat prereq dropped to 14. That's a lot nicer than the 16 required in the playtest. A *ton* more builds will now be able to multiclass with their lvl2 feat, which makes the core game just *so* much more flexible for players. I love it.

One thing I'm laughing at: look at the future-proofing on this Champion archetype feat:

Healing Touch (Feat 4). You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

(1) I like how you can see here the wide-open design space for different Champion causes beyond the strict alignment ones.

(2) LOL at the idea of someone multiclassing into an evil Champion (when we get those), and getting some eeeeeevil devotion spell via a feat called "Healing Touch."


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Quote:
Bloodline Perfection (Feat 20). Prereq: bloodline paragon. You gain an additional 10th-level spell slot.

That's an interesting little reveal. 10th level spells are apparently no longer feat gated.


Slightly disappointed/surprised thievery wasn’t renamed.

But a lot of exciting stuff here! - can’t wait to have it in my hands!


...I went as high res as I can, and it might just be me, but... It just seems like the Ancient White Dragon's Freezing Blood deals 3d5 damage.
It's probably just the stream quality.

Liberty's Edge

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Important things I noted that got left out of tqomin's otherwise excellent analysis (well, okay, he just hasn't gotten to the Bestiary yet):

1. Goblins receive bonus languages equal to Int Mod, so that's almost certainly standard now. This is good.

2. In the bestiary, Alignment is listed first, then Size in Green, then Creature Types in Red. This is excellent, combining the space advantages of the playtest's use of tags, but in a much more clear fashion.


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Ediwir wrote:

...I went as high res as I can, and it might just be me, but... It just seems like the Ancient White Dragon's Freezing Blood deals 3d5 damage.

It's probably just the stream quality.

It's 3d6. If you zoom all the way in it kind of looks like a 5 in the fuzziness of the pixels, but if you pull out a ways it resolves itself to look a 6 (or at least, to a blob of color that doesn't look like any other die-side number other than 6)


Quote:
Untrained Improvisation (Feat 3) (General). Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

So... I question how they think everyone who isn't a rogue isn't going to take this at 3? Are general skills all going to be this good?

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?


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FedoraFerret wrote:
Quote:
Untrained Improvisation (Feat 3) (General). Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
So... I question how they think everyone who isn't a rogue isn't going to take this at 3? Are general skills all going to be this good?

It is a very interesting feat, but i would probably not take it more often than i would take it.


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Derry L. Zimeye wrote:
One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?

Watch this, then. Sounds like exactly what you're looking for.


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Derry L. Zimeye wrote:
One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?

Honestly, my first reaction was the Troglodytes were 100% the victims and the gems should be returned to them.


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I really appreciate what you've done here.


FedoraFerret wrote:
Quote:
Bloodline Perfection (Feat 20). Prereq: bloodline paragon. You gain an additional 10th-level spell slot.
That's an interesting little reveal. 10th level spells are apparently no longer feat gated.

Not sure about that. Any spellcaster of suitable level gets 10th level slots. However without investing a feat into a 10th level spell they can only use those slots for casting higher versions of lower level spells IIRC. This just means they get two extra slots at 10th level, but presumably if they burn there 20th level feat on this they won't get wish or equivalent spells?

Liberty's Edge

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Quandary wrote:
Derry L. Zimeye wrote:
One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?
Honestly, my first reaction was the Troglodytes were 100% the victims and the gems should be returned to them.

The first part is true. The second results in the death of large numbers of innocent people who were not involved with the theft. Heck, with all the immigration to Absalom, many might not even have ancestors involved in the theft.

Really, this screams for a negotiated settlement with Absalom paying extensive reparations rather than giving the gems back and dooming thousands of children to starve to death.

Also, I suspect the troglodytes are killing large numbers of innocent people more directly in their attacks, something else that needs to be taken into account.


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MMCJawa wrote:
FedoraFerret wrote:
Quote:
Bloodline Perfection (Feat 20). Prereq: bloodline paragon. You gain an additional 10th-level spell slot.
That's an interesting little reveal. 10th level spells are apparently no longer feat gated.

Not sure about that. Any spellcaster of suitable level gets 10th level slots. However without investing a feat into a 10th level spell they can only use those slots for casting higher versions of lower level spells IIRC. This just means they get two extra slots at 10th level, but presumably if they burn there 20th level feat on this they won't get wish or equivalent spells?

You'll notice that there is no 10th level spell feat listed. That means that either there's another sorcerer page after the one shown, which I find unlikely given that there's unlikely to be a full page worth of capstone feats, or casters will be able to cast 10th level spells without a feat.


Edge93 wrote:
So I'm seeing an implication that a high/long jump allows a Strike as part of it. I am interested...

I think someone has some screenshots from the skills, but not sure this part is included. It also intrigues me...

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