
The All-Seeing Orb |
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As has been the case in the past, when books manifest within The Orb's vision earlier than they do for other's, a thread is opened so that the sightless might query the All-Seeing. That is what is happening here! For those poor souls who have yet to see these new tomes (that is, the Core Rulebook and Bestiary), ask your questions below, but heed these rules!
1. There is no guarantee a question will be answered. Do not spam questions, though you might draw attention to it once more if it has gone more than a few days unanswered.
2. Do not expect specific numbers, detailed mechanics, or excerpts from the books. Prophecy is vague by nature, and attempts to wring undeserved information from the beyond leads only to ruin!
3. Waste no words beseeching The Orb! A simple "Thank You" or "Please" suffices if you insist on such courtesy, but The Orb has no patience for groveling. Ask your question and be done with it!
Now, go forth and ask below!
All answers will be hidden in a spoiler tag, so the precognition-averse need not worry themselves.
Also, if any dev feels this previewing goes too far, please let me know. I'll stop at once

RicoTheBold |
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What’s a fun non-instinct Barbarian Feat?
I'm no all-seeing orb, but...

RicoTheBold |
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What form does the "dwarves are less slowed down by armor and encumbrance" ability take? Is it a heritage, a feat, or just something inherent to the ancestry?

RicoTheBold |
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Is Signature Spells no longer a daily choice, required to choose one from each Spell Level, and omnidirectional i.e. Up and Downcasting?
What is coolest and most flavorful abilities of Fury Totem AKA the anti-Totem?
I'll leave that one to the orb.

The All-Seeing Orb |
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What’s a fun non-instinct Barbarian Feat?
For a given monk stance, roughly how many feats are there to further develop that stance? Can we expect more than 1 feat choice to supplement a given stance, which would allow us to use a stance in different ways?
What power do abjuration specialist wizards get?
What are the Occult 10th level spells?

The All-Seeing Orb |
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What are potions like?
Can you tell us about any of the high level alchemical items?
This one will take some time, as The Orb really wants to go over Alchemy with a fine-toothed comb. An answer is coming, though.
What are the focus spells of Illusion and Evocation wizards?
Evokers learn "Force Bolt", effectively a single magic missile, though it improves in damage with level.
What is coolest and most flavorful abilities of Fury Totem AKA the anti-Totem?
One interesting option is a pair of feats called "Thrash" and "Collateral Thrash", which let you do automatic damage to grabbed targets and automatic damage to foes adjacent to the grabbed target, respectively.

RicoTheBold |
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What are potions like?
Can you tell us about any of the high level alchemical items?
I'll toss an opinion, since I've had several days to soak in the books.
Potions:
High Level Alchemical items:
The Philosopher's Stone is a notable exception. I think this is something that will get better over time, but it doesn't excite me much right now. Compared to 1st edition, though, this is a huge improvement in system design; you could legit design adventures around poison intrigue without the game just breaking because the PCs could somehow get and use the poison. It's just hard to get 20 levels worth of interesting and unique items of a whole new category in one book that is just full to bursting already.
Also, the layout of the items is much better than the playtest, where they were all combined into one category.

Kasoh |
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The dragon instinct barbarian did he get any changes? Love the concept but the playtest execution left a lot to be desired.
about dragon barbarians
Dragon Instinct specific feats: Dragon breath at 6, dragon wings at 12 (doesn't drop you when rage ends), Dragon transformation at 16.

RicoTheBold |
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The dragon instinct barbarian did he get any changes? Love the concept but the playtest execution left a lot to be desired.
I don't really know all the issues with the playtest version, so this is kind of a partial answer, but...
Wings are at your land speed instead of a flat number, and explicitly keep you from falling damage when it ends.
I can't accurately represent whether the math is better or worse. The main thing is that polymorph spells now typically let you use your better attributes for attacks and whatnot, AC is typically set to a flat number + your level, and I think that helps a lot for any of those. Barbarian version of the 16th level Dragon Transformation feat (using Dragon Form spell) lets you keep your own AC, too, and adds additional bonuses to the fly speed, breath weapon DC, and damage at 18th level.

tqomins |
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Re: Dragon Instinct—we don't have to guess. We saw it in the UKGE slides. Below is a quick transcription of what I could see on the slides; put that with the two above answers and you've got basically the whole thing.
You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres dragons' majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3–4: Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
Anathema
Letting a ?? your instinct. Choose whether ?? respects or abhors your dragon type. If you respect ?? dragon is anathema, and if you abhor ?? such a dragon ??
Draconic Rage (Instinct Ability)
While raging, you can increase the additional damage from rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage gains the arcane and evocation traits, as well as the trait [corresponding to the?] damage type
Specialization Ability
When you use draconic rage, you increase the additional damage from Rage from 4 to 8 If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to [12? 16?]
Raging Resistance
You resist piercing damage and the damage type of your dragon's breath weapon.

RicoTheBold |
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How viable is the Medicine skill as the primary source of healing in a party if you're willing to invest the skill feats into it? Thanks.

RicoTheBold |
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Re: Dragon Instinct—we don't have to guess. We saw it in the UKGE slides. Below is a quick transcription of what I could see on the slides; put that with the two above answers and you've got basically the whole thing.
** spoiler omitted **
For the parts that were missing big chunks in this transcription:
The section in greater weapon specialization ability with the ? is "8 to 16."

RicoTheBold |
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What are the various shape shifting spells and focus powers available to druids, and which one is the coolest in your opinion? And how do they scale with character level (if at all)?
Quick edit is in here because I left out a detail that adds some nuance to my recommendations.
Soaring Shape is a prerequisite for any flying forms*, so it's hard to skip. Cruelly, Soaring Shape comes at the same level as Ferocious Shape, which lets you turn into dinosaurs which is obviously cool as hell, but you can probably get by without because animal shape is still solid there and you might want the feats for an animal companion or something. Dragon Shape seems like a solid compromise to take later, because it's a lot like being a dinosaur except you can also fly. Purple worm or phoenix as 16 with Monstrosity Shape is neat, and kaiju at 20 with True Shapeshifter is just ridiculous.
*Edit: flying combat forms
Pest form can let you fly with zero other investment if you just need to get from A to B and can do it in 10 minutes at a speed of 20 feet, which is possible at 7th level.

RicoTheBold |
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Bardic Dave wrote:What are the various shape shifting spells and focus powers available to druids, and which one is the coolest in your opinion? And how do they scale with character level (if at all)?Also, is the duration on any of these upgraded to allow non-combat/utility use?
And, as noted in my earlier post with an edit, pest form heightens to add the ability to fly as a 7th level caster with a speed of 20 feet without requiring any other investment than having the ability to wild shape.

The All-Seeing Orb |
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Alright, time for a quick overview of Alchemical items (Rico said about all there is to say on potions, which are of course not alchemical in this edition)
Bestial Mutagen actually gives you natural weapons now, rather than just boosting ones you already have. Quicksilver Mutagens are now a little less punishing, the damage they deal to the drinker scaling with the drinker's level, rather than with the item's level.
There are lots of poisons now (about 3.5 pages), and they bare little resemblance to the overpriced dishwater that PF1 poisons were. A high level philosopher in PF1 could safely chug hemlock by the gallon. In PF2, however, it seems a fitting tool for the execution of the impious.

RicoTheBold |
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PossibleCabbage wrote:In the playtest the spirit totem only got 2 feats to support it, less than the dragon, giant, or animal totem. Does the spirit instinct get a 3rd feat? Is it cool?** spoiler omitted **

The All-Seeing Orb |
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What are posion feats like from alchemist.

RicoTheBold |
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Could you please tell us what changes they made to the Champion's Radiant Blade feats? (level 10&20) What are the runes gained now? And is there more to the feats than just gaining more runes?

RicoTheBold |
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Thank you Rico,
Do Weapons and amours only go to +4 now?
This one's been spoiled for a while.

RicoTheBold |
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Are runes that add elemental damage competitive with runes that add weapon damage? In other words, is it a viable choice to say "I'm going to only invest in fire damage runes instead of getting any striking runes"?

Gaulin |

How about elemental bloodline sorcerer? Could anyone let us know how it works? Some have said that it allows you to change damage types of spells to fire or bludgeoning. Is this only with focus spells, and is it the bloodlines special ability? Also what are the focus spells/granted spells?
Sorry for the huge multi-part question. If it's too much to answer that's okay.

Quandary |

Thanks for the Info'z... :-)
BTW, is Dwarf base speed and other races' speed the same or different from Playtest? How do the various Racial/Universal Speed Boost Feats work? (Heritages?)
When you mentioned Flying and Dinosaur forms, is there Flying Dinosaurs or are those treated as something different? (stuff like Pteranodons seems popularly considered to be dinosaurs, technicalities aside)

RicoTheBold |
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How about elemental bloodline sorcerer? Could anyone let us know how it works? Some have said that it allows you to change damage types of spells to fire or bludgeoning. Is this only with focus spells, and is it the bloodlines special ability? Also what are the focus spells/granted spells?
Sorry for the huge multi-part question. If it's too much to answer that's okay.
Everything marked with an asterisk takes the elemental type swap effect.

RicoTheBold |
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What are the names of all the Wizard Theses?
This is another one that's been spoiled a bunch.
Anyway, the actual topics for your thesis are:
Improved Familiar Attunement, Metamagical Experimentation, Spell Blending, and Spell Substitution.

Gaulin |
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Gaulin wrote:** spoiler omitted **How about elemental bloodline sorcerer? Could anyone let us know how it works? Some have said that it allows you to change damage types of spells to fire or bludgeoning. Is this only with focus spells, and is it the bloodlines special ability? Also what are the focus spells/granted spells?
Sorry for the huge multi-part question. If it's too much to answer that's okay.
Iiinteresting. Could you detail elemental motion a little more?

RicoTheBold |
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Ok, so what compensation do the martials get to boost their power? Since there's no more +5 to attack, armour, and saves?
So much cool stuff.

RicoTheBold |
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Iiinteresting. Could you detail elemental motion a little more?

PossibleCabbage |
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Ok, so what compensation do the martials get to boost their power? Since there's no more +5 to attack, armour, and saves?
We pretty much fix this by doubling the bonus from proficiency and adding weapon specialization. I mean, best possible fighter with best possible weapon in the playtest was +28 + statMod for 5W + statmod. Now it's +31 + statMod for 3W+8+statMod. So accuracy went up a little, but damage for the biggest weapons went down a smidge.