Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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I noticed that Damage Resistance was rare in the PlayTest. Paizo seemed more inclined to give bonus damage to sources that the creature is vulnerable to (Weaknesses) rather than reduced damage. Skeletons seemed to be the only exception.
Are there any other creatures in the Bestiary that have Damage Resistance?


Hereis an i.portnat question for myself a few others. Can Gorum have cg clerics/champions?


In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Silver Crusade

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pixierose wrote:
Hereis an i.portnat question for myself a few others. Can Gorum have cg clerics/champions?

Nope.

Silver Crusade

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Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)


Did anybody ever post the "Common access" language table, or an example of a specific Nation/Region's language access? (if not, Varisia might be good example)


Rysky wrote:
Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)

So if I understand this, monsters have a trait that indicates they can be summoned in the Bestiary. Is there a list of such creatures from the Bestiary or is it on the players to look for them?


Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.


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Paradozen wrote:
Rysky wrote:
Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)
So if I understand this, monsters have a trait that indicates they can be summoned in the Bestiary. Is there a list of such creatures from the Bestiary or is it on the players to look for them?

It's not a trait specific to if they can be summoned. It's just their creature type trait. Summon Fey for example, you just grab a Fey from the bestiary so long as it meets the level (and rarity?) requirements of the spell.

Silver Crusade

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Paradozen wrote:
Rysky wrote:
Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)
So if I understand this, monsters have a trait that indicates they can be summoned in the Bestiary. Is there a list of such creatures from the Bestiary or is it on the players to look for them?

The list IS the Bestiary, sorry for not explaining it fully.

Summon Animal X summons ANYTHING with the Animal Trait of the correct level, so any Animal.

Summon Celestial summons anything with the Celestial Trait of the correct level, etc

Silver Crusade

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Secret Wizard wrote:
Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

The no speed reduction for people with a high enough Strength score.


Rysky wrote:
Paradozen wrote:
Rysky wrote:
Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)
So if I understand this, monsters have a trait that indicates they can be summoned in the Bestiary. Is there a list of such creatures from the Bestiary or is it on the players to look for them?

The list IS the Bestiary, sorry for not explaining it fully.

Summon Animal X summons ANYTHING with the Animal Trait of the correct level, so any Animal.

Summon Celestial summons anything with the Celestial Trait of the correct level, etc

Oh, that is so much cooler honestly, thanks! One last question about summoning, do conjurer wizards get anything special to improve summoning like they did in the playtest?

Silver Crusade

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Quandary wrote:
Did anybody ever post the "Common access" language table, or an example of a specific Nation/Region's language access? (if not, Varisia might be good example)

Each Ancestry has specific Languages they can pick from, as well their Regional, as well as "any Languages they access to".

Commmon languages are the playable Ancestries ones, as well as Jotun, Orcish, Sylvan, and Undercommon (The book encourages asking your GM if you want to pick a Language not in your Ancestry section).

Varisia's languages are Shoanti and Varisian.

Silver Crusade

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Paradozen wrote:
Rysky wrote:
Paradozen wrote:
Rysky wrote:
Paradozen wrote:

In the playtest the summon monster list was extremely limited, a lot of the summons were evil and because of how the math worked, they wouldn't be able to contribute effectively. I understand the bestiary is bigger and math is looser, does it look like summoning is decent now? What are some of the cooler monsters to summon? What tricks can conjurers pick up to improve summoning?

EDIT:fixed typo

Using the specific spell, you can summon any creature with the corresponding Trait of the stated level (-1 to 15)
So if I understand this, monsters have a trait that indicates they can be summoned in the Bestiary. Is there a list of such creatures from the Bestiary or is it on the players to look for them?

The list IS the Bestiary, sorry for not explaining it fully.

Summon Animal X summons ANYTHING with the Animal Trait of the correct level, so any Animal.

Summon Celestial summons anything with the Celestial Trait of the correct level, etc

Oh, that is so much cooler honestly, thanks! One last question about summoning, do conjurer wizards get anything special to improve summoning like they did in the playtest?

Augment Summoning Focus Spell, adds a +1 to the summoned creature's everything, checks and DC (so AC).


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C Note271 wrote:

I noticed that Damage Resistance was rare in the PlayTest. Paizo seemed more inclined to give bonus damage to sources that the creature is vulnerable to (Weaknesses) rather than reduced damage. Skeletons seemed to be the only exception.

Are there any other creatures in the Bestiary that have Damage Resistance?

Yes many other creatures have damage resistance and/or weaknesses, or immunities

Ghaele - resistance 15 energy(of chosen type)

Banshee - resistance all dmg 12 (except force, ghost touch, or positive; dbl resistance vs non magic)

Barghest - resistance 5 fire, 5 physical (except magical)

Electric eel - resistance 7 electricity

Zombies can be made with no slashing weakness and with resistance to all dmg equal to it's level. But gains weakness 2xlvl to crits


Lanathar wrote:
Erk Ander wrote:

Ok, some Paladin/champion questions. Is Aura of courage, Divine GRACE, Sense Evil still feats. I saw these as iconic abilities yet not they are feats. So what are they about now ? The fighter got Bravery as class feature and it was way more useful than Aura of Courage (a feat ) was. Divine Grace as feat that used your reaction to gain a bonus to saves (as such competed with AoO and Paladins reaction). Sense Evil was just plain weak in the playtest, what does it do now ? Also What happened to Instrument of Zeal feat as well as the lvl 12 Smite evil (power attack on evil foes basically) ? Instrument of Zeal was highly situational in the playtest how is it now ?

Thanks and btw you can only describe in vague terms if it feels better.

Is the “grace” in divine grace in all caps for a reason? Is it supposed to be emphasised ?

Your comment suggests you were unhappy with how it worked in the playtest. What would you have liked it to have done?

It was a mistake didnt mean for it to be in caps.

With that said yes it was somewhat disappointing. I felt that DG, AoC and Sense Evil/Detect Evil should have been class features.


How do staves work in the new edition?

Silver Crusade

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Paradozen wrote:
How do staves work in the new edition?

1 person can attune themselves to 1 staff per day, other people can’t attune to that staff for the rest of the day.

You have to be high enough level to cast the spells normally and they have to be on your spell list.

You get charges equal to the highest level spell you can cast.

Prepared spellcasters can sacrifice 1 spell when attuning and get extra charges equal to the level of the spell sacrificed.

Spontaneous spellcasters can spend 1 charge and a spell equal to the level of the spell in the staff that they want to cast to cast it instead of spending full charges.

Each staff also has bonuses it gives while you’re holding it.


What happens when a small creature takes the weapon of a medium creature or vice versa?

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Dante Doom wrote:
What happens when a small creature takes the weapon of a medium creature or vice versa?

Nothing from my understanding but there might be rules stashed somewhere.


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What's the most "fantastic" (as in, outside the realms of reality) Legendary skill feat in the CRB?


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Rysky wrote:
Paradozen wrote:
How do staves work in the new edition?

1 person can attune themselves to 1 staff per day, other people can’t attune to that staff for the rest of the day.

You have to be high enough level to cast the spells normally and they have to be on your spell list.

You get charges equal to the highest level spell you can cast.

Prepared spellcasters can sacrifice 1 spell when attuning and get extra charges equal to the level of the spell sacrificed.

Spontaneous spellcasters can spend 1 charge and a spell equal to the level of the spell in the staff that they want to cast to cast it instead of spending full charges.

Each staff also has bonuses it gives while you’re holding it.

But what do you actually do with staff charges? Is it like PF 1st edition where they store multiple spells and you can spend charges to cast them?


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Secret Wizard wrote:

Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.

Spoiler:
How about a brief description too?

Deflect Arrow: +4 AC against the triggering ranged attack. Can be upgraded with Arrow Snatching to throw blocked projectiles back at attacker.

Stand Still: Attack of Opportunity, but only triggered by movement. Can disrupt movement on a critical hit.

Crane Flutter: Net +2 AC against the triggering melee attack, can make a melee strike if attack is successfully blocked.

Stance Savant: Enter a stance while rolling initiative.

Impossible Technique: Force an attacking enemy to reroll and take the lower result, or lets the Monk roll twice and take higher result of a saving throw.


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Arachnofiend wrote:
What's the most "fantastic" (as in, outside the realms of reality) Legendary skill feat in the CRB?

Spoiler:
There are a couple really fun ones.

Legendary Thief lets you steal the plate armor off a knight without them noticing.

Scare to Death lets you use intimidate to do exactly what you think.

Legendary Survivalist lets you survive indefinitely without food or water.


The All-Seeing Orb wrote:
Secret Wizard wrote:

Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.

** spoiler omitted **

Could we get the levels those come online too?


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Paradozen wrote:
The All-Seeing Orb wrote:
Secret Wizard wrote:

Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.

** spoiler omitted **
Could we get the levels those come online too?

Spoiler:
Impossible Technique is a 20th level feat. Stance Savant comes shortly after 10th, and the rest (including Arrow Snatching) are available before 10th level.

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What's the fey sorcerer blood magic ability?


How does Shillelagh changed since the playtest?


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Still thinking about making that dwarven Irori cleric with monk multiclass, using mountain stance for AC.

Since I don't want armor and get a fist die increase from monk dedication, I probably don't need to be a warpriest.

Cloistered Cleric gets a domain for free, correct? Do any of Irori's 1st level domain powers seem useful for such a character?

Also, do clerics get any early AC buffs?And what kind of AC bonus does mage armor (and bracers of armor) grant? I guess it's a n item bonus so it would stack with mountain stance's status bonus?

Edit: One more thing: Does wisdom affect any class abilities for the monk? Class DC is probably based on Strength or Dex and number of focus points seem to be limited by feats. So do monks actually need wisdom for anything? Same question for paladins and charisma.


Has there been any notable rarity changes from the playtest?


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Blave wrote:

Still thinking about making that dwarven Irori cleric with monk multiclass, using mountain stance for AC.

Since I don't want armor and get a fist die increase from monk dedication, I probably don't need to be a warpriest.

Cloistered Cleric gets a domain for free, correct? Do any of Irori's 1st level domain powers seem useful for such a character?

Also, do clerics get any early AC buffs?And what kind of AC bonus does mage armor (and bracers of armor) grant? I guess it's a n item bonus so it would stack with mountain stance's status bonus?

Edit: One more thing: Does wisdom affect any class abilities for the monk? Class DC is probably based on Strength or Dex and number of focus points seem to be limited by feats. So do monks actually need wisdom for anything? Same question for paladins and charisma.

Spoiler:

Cloistered Clerics do indeed get a domain for free. The Might domain grants an ability called "Athletic Rush" which boosts your athletics skill and speed for a round. It only takes one action to cast, and you can Stride as part of the casting. At higher levels, a multi-classed cleric/monk could cast the spell, stride, make an athletics check to perform a combat maneuver, then follow up with a flurry of blows. Quite a turn.

Clerics have more than a few spells for boosting both their own and allies' AC, available from first level. Bracers of Armor grant an item bonus to AC, whereas mountain stance grants a circumstance bonus.

Monks and Champions both can pick up focus spells, and the DC of those is determined by Wisdom and Charisma, respectively. These stats aren't necessary to build an effective character though, or even an effective focus spell user so long as you avoid spells that allow saves.


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Here's a bit of a more esoteric question:

So, we know that 4 sorcerer bloodlines cast divine spells: celestial, demonic, infernal, & undead. In what ways do those 4 bloodlines feel different each other despite casting the same spells? Do infernal sorcerers feel meaningfully different than demonic sorcerers?


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The All-Seeing Orb wrote:
mountain stance grants a circumstance bonus.

According to the character creation blog, the AC bonus of mountain stance is status bonus. Only the extra defense against maneuvers should a a circumstance bonus. Was that changed?


Other than HP, languages, speed, an ancestry feat, and a heritage what do the ancestries grant at level 1?


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Blave wrote:
The All-Seeing Orb wrote:
mountain stance grants a circumstance bonus.
According to the character creation blog, the AC bonus of mountain stance is status bonus. Only the extra defense against maneuvers should a a circumstance bonus. Was that changed?

Whoops! The All-Seeing Orb might be only the Some-Seeing right now. The blog was correct. It is a status bonus.


PossibleCabbage wrote:
Other than HP, languages, speed, an ancestry feat, and a heritage what do the ancestries grant at level 1?

Spoiler:
Size, ability adjustments, and vision.

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Are there any type of surprise rounds?


Looking at spells, are there any Level 10 Blasting Arcane spells other than Meteor Swarm? Specifically ones that might do Cold damage (although any other type is fine too)? I am not a fire damage kind of guy.

And what does Polar Ray look like in PF2. In the playtest it was immensely powerful because of the Enervate status effect which was insane, but I believe that specific status effect doesn't exist anymore. Is whatever it was replaced with equally as powerful?

Combining these two questions, I really hope that Polar Midnight is a level 10 Arcane Spell. It is my favorite high level Pathfinder spell ever. Well, my favorite damaging spell at least...


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The All-Seeing Orb wrote:
A good number of focus spells are utility oriented, many geared more toward social encounters than combat

Do they still have incredibly short durations?

eg. Face in the Crowd from the Cities domain in the playtest would be useful for following someone, or listening in on a conversation, except it only lasts one minute, so as it is, it really only seems useful for running away.


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Lanathar wrote:
Erk Ander wrote:
Ok, some Paladin/champion questions. ...
Your comment suggests you were unhappy with how it worked in the playtest. What would you have liked it to have done?

Not the OP, but my general answer is that I would have figured out which class had the most features (probably paladin, monk, or druid) and made that amount of stuff the baseline, then upgunned the other classes to match.

I want a paladin who starts by being able to detect evil, is resistant to fear, is protected by divine power, and whose attacks are somehow empowered by divine magic when fighting evil things. Maybe not simply 'extra damage,' but perhaps some special boon depending on what god you worship.

Maybe that means fighters start off with some choice of fighting style that no one else gets. It could just be some extra feat (so you can do cool axe throwing *and* have fun trick shots with whips *and* are great at climbing onto large monsters), or maybe some new thing (choose one of three: you're good at using the environment as a weapon, or you're good at figuring out the fighting styles of foes and giving allies a boost, or you have a squire who works sorta like an animal companion).


RangerWickett wrote:
I don't think this was answered when I asked it before: what are some interesting details about traps, and specifically is there anything akin to symbol of death, either as a spell/ritual or as just a trap?

Trying a third time: any details on traps, particularly magical ones like symbols?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mechalibur wrote:
Rysky wrote:
Paradozen wrote:
How do staves work in the new edition?

1 person can attune themselves to 1 staff per day, other people can’t attune to that staff for the rest of the day.

You have to be high enough level to cast the spells normally and they have to be on your spell list.

You get charges equal to the highest level spell you can cast.

Prepared spellcasters can sacrifice 1 spell when attuning and get extra charges equal to the level of the spell sacrificed.

Spontaneous spellcasters can spend 1 charge and a spell equal to the level of the spell in the staff that they want to cast to cast it instead of spending full charges.

Each staff also has bonuses it gives while you’re holding it.

But what do you actually do with staff charges? Is it like PF 1st edition where they store multiple spells and you can spend charges to cast them?

Yep.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
RangerWickett wrote:
RangerWickett wrote:
I don't think this was answered when I asked it before: what are some interesting details about traps, and specifically is there anything akin to symbol of death, either as a spell/ritual or as just a trap?
Trying a third time: any details on traps, particularly magical ones like symbols?

There’s Snares (not at my book atm so can’t specifically look at them), I’ll look through them and Rituals when i wake up in a bit.


Ok, some Paladin/champion questions for the All-Seeing Orb

Is Aura of courage, Divine Grace, Sense Evil still feats. I saw these as iconic abilities (class features) yet they were feats in the playtest. So how do the work now ? The fighter got Bravery as class feature and it was way more useful than Aura of Courage (a feat )was. Divine Grace was a feat that used your reaction to gain a bonus to saves (as such competed with AoO and Paladins Action reaction). Sense Evil was just plain weak in the playtest, what does it do now ? Also What happened to Instrument of Zeal feat and the lvl 12 Smite evil (power attack on evil foes basically) ? Instrument of Zeal was highly situational in the playtest how is it now ?


RangerWickett wrote:
Lanathar wrote:
Erk Ander wrote:
Ok, some Paladin/champion questions. ...
Your comment suggests you were unhappy with how it worked in the playtest. What would you have liked it to have done?

Not the OP, but my general answer is that I would have figured out which class had the most features (probably paladin, monk, or druid) and made that amount of stuff the baseline, then upgunned the other classes to match.

I want a paladin who starts by being able to detect evil, is resistant to fear, is protected by divine power, and whose attacks are somehow empowered by divine magic when fighting evil things. Maybe not simply 'extra damage,' but perhaps some special boon depending on what god you worship.

Maybe that means fighters start off with some choice of fighting style that no one else gets. It could just be some extra feat (so you can do cool axe throwing *and* have fun trick shots with whips *and* are great at climbing onto large monsters), or maybe some new thing (choose one of three: you're good at using the environment as a weapon, or you're good at figuring out the fighting styles of foes and giving allies a boost, or you have a squire who works sorta like an animal companion).

This exactly what I said. While other classes get their iconic abilties as class features, the Champion has to choose them. As I said above would have prefered if Aura of Courage (it should be more like bravey plus any fear-fail should become a success), Divine Grace ( should be a conditional +1 and at later lvls +2 bonus) and Sense Evil were class feautres. The Champions Reaction could be a Feat instead.

Silver Crusade

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Rysky wrote:
RangerWickett wrote:
RangerWickett wrote:
I don't think this was answered when I asked it before: what are some interesting details about traps, and specifically is there anything akin to symbol of death, either as a spell/ritual or as just a trap?
Trying a third time: any details on traps, particularly magical ones like symbols?
There’s Snares (not at my book atm so can’t specifically look at them), I’ll look through them and Rituals when i wake up in a bit.

Nothing similar to SoD in Snares or Rituals, the spell itself isn't even in the book.

Snares can go from annoying to deadly as they go up in level (think those cool convoluted death traps from movies and games), but no insta-kills.

From what I've seen the only (PC) insta-kill ability in the game so far is the monk's Quivering Palm.

Silver Crusade

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Erk Ander wrote:
Is Aura of courage, Divine Grace, Sense Evil still feats.

Yes to all three

Divine Grace is the same.

Aura of Courage reduces the frightened status faster for you and your allies.

Sense Evil is a sense, you can tell you're around powerful evil, no action required.

Erk Ander wrote:
While other classes get their iconic abilties as class features, the Champion has to choose them.

What are you talking about, Champions get their iconic heavy armor abil-yeah I'm still grumpy about that-_-


Rysky wrote:
Erk Ander wrote:
Is Aura of courage, Divine Grace, Sense Evil still feats.

Yes to all three

Divine Grace is the same.

Aura of Courage reduces the frightened status faster for you and your allies.

Sense Evil is a sense, you can tell you're around powerful evil, no action required.

Erk Ander wrote:
While other classes get their iconic abilties as class features, the Champion has to choose them.
What are you talking about, Champions get their iconic heavy armor abil-yeah I'm still grumpy about that-_-

This is so disappointing. Aura of Courage used to be immunity to fear. Yeah thats too much in this edition, but there are other ways to emulate that. No its not only a feat, its also much weaker than the fighters Bravery.

Same goes for the rest of the "feats".

Silver Crusade

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Erk Ander wrote:
Rysky wrote:
Erk Ander wrote:
Is Aura of courage, Divine Grace, Sense Evil still feats.

Yes to all three

Divine Grace is the same.

Aura of Courage reduces the frightened status faster for you and your allies.

Sense Evil is a sense, you can tell you're around powerful evil, no action required.

Erk Ander wrote:
While other classes get their iconic abilties as class features, the Champion has to choose them.
What are you talking about, Champions get their iconic heavy armor abil-yeah I'm still grumpy about that-_-

This is so disappointing. Aura of Courage used to be immunity to fear. Yeah thats too much in this edition, but there are other ways to emulate that. No its not only a feat, its also much weaker than the fighters Bravery.

Same goes for the rest of the "feats".

Yes, outright immunities are too strong with this setup. And it's not weaker than Bravery because Bravery only works on the Fighter, Aura of Courage helps your allies.

As for the "rest of feats" that's kinda out there for you to say, since you're asking questions for them that means you don't have the books and thus don't know what the rest of the Feats are like. And they're exactly that, Feats, you don't have to take them.

Dark Archive

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Did they fix the Bardic Performance Augmentations from the playtest? In the playtest the lingering ability didn't last very long AND because it is a bonus action you couldn't improve the bonus to +2/+3 and linger at the same time due to the 1 bonus action per initiating action rule.

I'm hoping they simply built in the scaling as a class feature so you don't have to burn a feat on it.

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