Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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Silver Crusade

Red Griffyn wrote:

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.

With the Lingering Composition Focus Spell you spend 1 Focus as a Free Action and can make Inspire Courage last for up to 4 rounds without spending extra actions. I'm not seeing anyway to boost the bonus Inspire Courage gives you.

Edit: Just saw Inspire Heroics, Free Action as well so can't be used with Lingering.


Does the book explain how to handle chases?

Dark Archive

There seems to be a lot of discussion about when classes can get weapon proficiency bumps. Can you summarize what level different proficiency bumps come online for each class?

Personally I want an archer bard, so likely a dip in fighter for archery feats anyways (since they seem to be class gated), but will I be behind the non-fighter curve having come from a caster class? When do other martial classes get master proficiency?

Dark Archive

Rysky wrote:
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.

Does this mean that the rogue’s death strike (or whatever the 19th level ability was called in the play test) was removed?

And is it possible to use sneak attack with unarmed attacks?


What are the illusion school powers?


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Fireflash51 wrote:
Does the book explain how to handle chases?

Looks like that will be in the Gamemastery Guide, out in a few months. The relevant bit:

Product Description wrote:
• A catalog of subsystems to handle unique situations, from thrilling chases to researching mysteries to vehicle combat to elaborate duels to sandbox-style "hexploration" and more! Plus, a universal victory point system to help you design your own subsystems!


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Red Griffyn wrote:

There seems to be a lot of discussion about when classes can get weapon proficiency bumps. Can you summarize what level different proficiency bumps come online for each class?

Personally I want an archer bard, so likely a dip in fighter for archery feats anyways (since they seem to be class gated), but will I be behind the non-fighter curve having come from a caster class? When do other martial classes get master proficiency?

Yes, you'll be behind the non-fighter curve. It's impossible to get better than expert proficiency in weapons if your main class is a caster, and they don't get it til level 11 (and you can't get expert in weapons your class doesn't give access to til 12). That said, from what I've seen expert prof with level-appropriate magic weapons will still hit on like an 11-12, and you can make up the difference with buffs/flat-footed/etc, so a gish with caster as the main class can still do ok.


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Cozzymandias wrote:
Red Griffyn wrote:

There seems to be a lot of discussion about when classes can get weapon proficiency bumps. Can you summarize what level different proficiency bumps come online for each class?

Personally I want an archer bard, so likely a dip in fighter for archery feats anyways (since they seem to be class gated), but will I be behind the non-fighter curve having come from a caster class? When do other martial classes get master proficiency?

Yes, you'll be behind the non-fighter curve. It's impossible to get better than expert proficiency in weapons if your main class is a caster, and they don't get it til level 11 (and you can't get expert in weapons your class doesn't give access to til 12). That said, from what I've seen expert prof with level-appropriate magic weapons will still hit on like an 11-12, and you can make up the difference with buffs/flat-footed/etc, so a gish with caster as the main class can still do ok.

This, and to answer the other part of the question Martials get Master at 3rd IIRC.

But yeah, there are plenty of ways to make up that difference using the unique aspects of your class. An Archer Bard in particular is sitting on Inspire Courage and Heroism, two excellent buffs. If it's the same as the Playtest, an Expert in bows Bard with level 5 Heroism has the same or almost the same to-hit as a Master in bows martial (I say almost because the martial Dex may be 1 higher), and you've still got all your other Bard tools.

Level 8 Heroism closes the gap entirely.

(Yeah the martial could have heroic cast on them too but you know what I mean XD)


Could any of you explain how the sustain mechanics (old Concentrarion) works?

Silver Crusade

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Narxiso wrote:
Rysky wrote:
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.

Does this mean that the rogue’s death strike (or whatever the 19th level ability was called in the play test) was removed?

And is it possible to use sneak attack with unarmed attacks?

*checks*

Master Strike is a level 20 core ability, one of the options is death.

Yes, as long as they have agile/finesse on them.


Ventnor wrote:

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?

I think my question got lost in the deluge.


What are the class paths for the ranger? I realize I haven't heard a single detail about those.

Silver Crusade

SoulknifeFan420 wrote:
What are the class paths for the ranger? I realize I haven't heard a single detail about those.

They don't have any, the closest I've seen is the variance for Hunter's Edge, which starting out either gives you reduced penalties for TWF, bonus precision damage, or AC and Skill boosts against your prey.


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Ventnor wrote:
Ventnor wrote:

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?

I think my question got lost in the deluge.

This is a really tough question to answer without actually playing multiple sorcerers. They each have different granted spells, focus spells, and blood magic abilities, but whether they'll "feel" properly different is going to be pretty subjective.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
The All-Seeing Orb wrote:
Ventnor wrote:
Ventnor wrote:

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?

I think my question got lost in the deluge.
This is a really tough question to answer without actually playing multiple sorcerers. They each have different granted spells, focus spells, and blood magic abilities, but whether they'll "feel" properly different is going to be pretty subjective.

I guess it depends on whether you focus on Focus (ha) or not. If you concentrate on normal spellcasting, the difference in bloodline will probably not show significantly. But the tools to have them be meaningfully distinct in play are definitely there, I would say.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Fabiano Fagundes wrote:
Could any of you explain how the sustain mechanics (old Concentrarion) works?

This is delightfully simple. Any sustain spells will last until the end of your next turn, but during that turn, you may spend a single action to Sustain a Spell, which has the Concentrate trait, prolonging the duration for another round (up to some maximum, which is either stated in the spell or is 10 minutes by default).


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vali Nepjarson wrote:

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...

There is Cataclysm, also available to the primal tradition, which combines a bunch of natural calamities for a total of 18d10 damage of different types (with Resistances being reduced for the spell so that they do not add up as much for all the different types).

Polar Ray now inflicts the Drained condition (basically Con damage).

There is no Polar Midnight.


Does large weapon size still up the damage dice one step (+2 bonus if over d12)?

Liberty's Edge

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TheMaxi wrote:
Does large weapon size still up the damage dice one step (+2 bonus if over d12)?

It never did. Not in the PF2 playtest anyway. Some things up damage die in the playtest, but weapon size is not among them.

Silver Crusade

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mrspaghetti wrote:
What are the illusion school powers?

You get the Warped Terrain Focus Spell.

You create an illusory hazard on a surface (and later in the air), the more actions you spend the more area it covers.


What proficiency do improvised weapons use? (Can a wizard add level to an improvised weapon?)


Rysky wrote:
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.

You seem to miss that Bravery grants expert in will and makes fear success into crtical success and diminishes fear value for fighter. Aura of Courage merely diminises the condition value for Champ and any within 10 feet. And its a feat so you have use a feat choice where as the Fighter gets a very useful class feature. AoC is not worth it all.

When I said "same goes for the rest of feats" I meant they (DG and SE) were equally disappointing. Since you told me they were exactly like the play-test I obviously know what they are like.

In short there is no reason to be snarky, I know I don't have the books.


Rysky wrote:
mrspaghetti wrote:
What are the illusion school powers?

You get the Warped Terrain Focus Spell.

You create an illusory hazard on a surface (and later in the air), the more actions you spend the more area it covers.

And what are the other ones available to choose as you get more feats etc.? Just the names is fine.

Thanks

Silver Crusade

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@Erk

I didn’t miss Bravery at all, I went and read it when you brought it up, it’s great for for the Fighter, Aura of Courage is good for the Paladin and their party (15ft btw). So if you deal with fear effects often it is very much worth it.

It’s precisely because you don’t have the books that the snark is warranted, you’re writing it all off based just on tidbits without seeing everything.

Silver Crusade

mrspaghetti wrote:
Rysky wrote:
mrspaghetti wrote:
What are the illusion school powers?

You get the Warped Terrain Focus Spell.

You create an illusory hazard on a surface (and later in the air), the more actions you spend the more area it covers.

And what are the other ones available to choose as you get more feats etc.? Just the names is fine.

Thanks

I didn’t see any other Illusion Focus Spells or Feats, sorry.


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Rysky wrote:

@Erk

I didn’t miss Bravery at all, I went and read it when you brought it up, it’s great for for the Fighter, Aura of Courage is good for the Paladin and their party (15ft btw). So if you deal with fear effects often it is very much worth it.

It’s precisely because you don’t have the books that the snark is warranted, you’re writing it all off based just on tidbits without seeing everything.

If the three feats are EXACTLY like the playtest why does it then matter if I have the book ? I wanted info on those three feats alone. I neither want nor need to see more, since that all I wanted. My disappointment was of these three feats and these alone. I have said nothing about other feats. You are now willfully missing the point, Aura of Courage does LESS for the PAladin than Bravery does for the Fighter. Which is why its a disappointment. The Paladin used to be immune and then granted resistance to fear. Now he merely reduces the value by 1 for any within 15 feet. And he has to use a valuable featslot for whats been an iconic abliity.

The snark is not warranted and you would do well to realise that. Its not even your thread, so why the need to be rude. Take it elsewhere.


Deadmanwalking wrote:
TheMaxi wrote:
Does large weapon size still up the damage dice one step (+2 bonus if over d12)?
It never did. Not in the PF2 playtest anyway. Some things up damage die in the playtest, but weapon size is not among them.

Ah ok I mixed the dice increase rule for the weapon size damage rule. So a bigger weapon does not affect damage. Thanks

Silver Crusade

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Erk Ander wrote:
If the three feats are EXACTLY like the playtest why does it then matter if I have the book ?
Because the Chanpion is more than just those 3 Feats.
Quote:
You are now willfully missing the point, Aura of Courage does LESS for the PAladin than Bravery does for the Fighter.
And Bravery only does for the Fighter, whereas Aura works for the Champion’s allies in addition to themselves.
Quote:
Take it elsewhere.

I shall do so, and suggest you do the same with your complaining that the Champion isn’t the Fighter.


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Pathfinder Rulebook Subscriber

Asking for a second set of eyes in case I'm blind. Is there any non-class option to bump unarmed up to expert (or higher)? I can't seem to find one.

Rysky wrote:
I shall do so, and suggest you do the same with your complaining that the Champion isn’t the Fighter.

Would be a good topic for its own thread if people want to discuss the champion more!


Are there options for wizards to use focus that are available regardless of arcane school or thesis? A 'generic' focus option?

Dark Archive

How much of a bonus does “channel energy” grant to the highest spell slot?


Does the dirty trick or reposition combat maneuvers still exist? They weren't in the playtest. My flowing monk would be very sad.


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brad2411 wrote:
How much of a bonus does “channel energy” grant to the highest spell slot?

The Orb is unsure what is meant by this question. PF2 does not appear to have any class features or feats called "channel energy".


I asked a few pages back but I don't think I got a response. What's highest pure damage cantrip and how does it scale?


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Rek Rollington wrote:
I asked a few pages back but I don't think I got a response. What's highest pure damage cantrip and how does it scale?

So far the best we've seen is Telekinetic Projectile, 1d6+Mod at 1st level, +1d6 per spell level of Heightening.


if I attack someone once and then use remaining 2 actions to ready a strike again when my ally goes into flank, do i have normal MAP on that attack....or just -2 like with reactions?


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Debelinho wrote:
if I attack someone once and then use remaining 2 actions to ready a strike again when my ally goes into flank, do i have normal MAP on that attack....or just -2 like with reactions?

Reactions like AoO don't have -2 anymore.

You have no penalty.

Silver Crusade

citricking wrote:
Debelinho wrote:
if I attack someone once and then use remaining 2 actions to ready a strike again when my ally goes into flank, do i have normal MAP on that attack....or just -2 like with reactions?

Reactions like AoO don't have -2 anymore.

You have no penalty.

Aside from the MAP.


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citricking wrote:
Debelinho wrote:
if I attack someone once and then use remaining 2 actions to ready a strike again when my ally goes into flank, do i have normal MAP on that attack....or just -2 like with reactions?

Reactions like AoO don't have -2 anymore.

You have no penalty.

so, essentially you can mitigate MAP with that option...instead of attacking -0/-5/-10, you can attack twice with -0 both....

interesting....

EDIT - didn't see Rysky's comment....so you do get MAP...ok, no s&%+shuffling with ready actions....that's better

Silver Crusade

Paradozen wrote:
Are there options for wizards to use focus that are available regardless of arcane school or thesis? A 'generic' focus option?

Doesn't appear to be.

Silver Crusade

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Debelinho wrote:
citricking wrote:
Debelinho wrote:
if I attack someone once and then use remaining 2 actions to ready a strike again when my ally goes into flank, do i have normal MAP on that attack....or just -2 like with reactions?

Reactions like AoO don't have -2 anymore.

You have no penalty.

so, essentially you can mitigate MAP with that option...instead of attacking -0/-5/-10, you can attack twice with -0 both....

interesting....

EDIT - didn't see Rysky's comment....so you do get MAP...ok, no s*~+shuffling with ready actions....that's better

Yep, went and double-checked and it explicitly calls out MAP applying.

Silver Crusade

Wolfism wrote:
Does the dirty trick or reposition combat maneuvers still exist? They weren't in the playtest. My flowing monk would be very sad.

I'm not seeing Dirty Trick (though Rogue has their Debilitations) but there is Shove, no full on Repositioning.

Dark Archive

Edge93 wrote:
Cozzymandias wrote:
Red Griffyn wrote:

There seems to be a lot of discussion about when classes can get weapon proficiency bumps. Can you summarize what level different proficiency bumps come online for each class?

Personally I want an archer bard, so likely a dip in fighter for archery feats anyways (since they seem to be class gated), but will I be behind the non-fighter curve having come from a caster class? When do other martial classes get master proficiency?

Yes, you'll be behind the non-fighter curve. It's impossible to get better than expert proficiency in weapons if your main class is a caster, and they don't get it til level 11 (and you can't get expert in weapons your class doesn't give access to til 12). That said, from what I've seen expert prof with level-appropriate magic weapons will still hit on like an 11-12, and you can make up the difference with buffs/flat-footed/etc, so a gish with caster as the main class can still do ok.

This, and to answer the other part of the question Martials get Master at 3rd IIRC.

But yeah, there are plenty of ways to make up that difference using the unique aspects of your class. An Archer Bard in particular is sitting on Inspire Courage and Heroism, two excellent buffs. If it's the same as the Playtest, an Expert in bows Bard with level 5 Heroism has the same or almost the same to-hit as a Master in bows martial (I say almost because the martial Dex may be 1 higher), and you've still got all your other Bard tools.

Level 8 Heroism closes the gap entirely.

(Yeah the martial could have heroic cast on them too but you know what I mean XD)

It would be wrong to assume buffs in here if we are assuming it is like the playtest. The playtest spells and buffs did not reward prebuffing or interaction with the world to find out what your up against because of poor duration or poor number of targets. Heroism for example was a 10 minute duration or a once a fight starts for 1 fight buff. As well heroism and inspire, like all spell effects dont stack conditional bonuses. Realistically this means the bard is -4 behind 3rd level martial until L11 or L12 where they are -2 from expert proficiency. Unless they burn a high level 5th level spell slot obtained at 9th level for a 10 minute buff?

All this does is inform me that if you want a PC who uses a weapon that you'll mechanically be much happier to start with a martial class and that there is little or no point in starting a martially inclined caster at this point without further multiclass archetypes or feat support. I would have hoped there was a feat or some way to get a master proficinecy in a weapon as any class. Especially through a martial focused subclass like the warpriest woth their delayed spellcasting proficiency.

A fighter bard for example by level 8 can have the inspire courage cantrip so they can inspire themselves double shot at net -1,-1. The bard on the other hand is doing the same routine at net -5,-5 compared to the fighter of equivalent stats. Heroism doesn't close the gap and since the bard has no built in scaling to their inspire courage, they'll be woefully behind that curve. It only gets worse with tripleshot or other feats the bard fighter could never obtain. The playtest didn't make bows seem like a great option vs. Melee, but if I'm going to do less damage than average I'd at least like to hit enough to feel like a contributor.

They wanted to make the fighter the king of the weapon pile, so I guess that is what is going to happen. I just hope that they don't keep banishing the gishes to subclasses like the warpriest and institute a slower spell progression (not proficiency progression) in exchange for a increase in a weapon proficiency level/speed. Otherwise I'm going to GM a lot of forlorn players who wasted a chunk of resources trying to be good with a particular weapon to have the a good chunk of the classes be incidentally better with little/no resources.

Do rogues get master in weapon proficiency ever?

Silver Crusade

Red Griffyn wrote:
Do rogues get master in weapon proficiency ever?

13th level


Actually, what are the (EDIT) specs, for Heroism (Inspire Heroism?) now?

Silver Crusade

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Hoping and assuming you meant "specs",

Inspire Heroics boosts the bonus from Inspire Courage/Defense to +2 or +3 depending on the check.

Heroism the spell gives the target a +1 to non-flat check rolls, and can be heightened twice for +2 and then +3


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Defeated by the auto correct conspiring with my poor spelling ( I thought we were friends auto correct.) Thanks for both the info and spelling correction.

Silver Crusade

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Np, glad to be of assistance ^w^

*glares at auto-correct*


Dwarves: the heritage update during the playtest ate a lot of their feats (by turning them into heritages).

What did they end up with in the way of 1st level ancestry feats in the final version?

Silver Crusade

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Voss wrote:

Dwarves: the heritage update during the playtest ate a lot of their feats (by turning them into heritages).

What did they end up with in the way of 1st level ancestry feats in the final version?

Dwarven Lore, Trained in Crafting and Religion and Dwarven Lore.

Dwarven Weapon Familiarity, Trained in battleaxe, pick, and warhammer. You gain access to uncommon Dwarf weapons, and for the purpose of proficiencies Dwarven weapons go down a step for you.

Rock Runner, not bothered by difficult terrain made my rock or stone, when you Balance on surfaces made of rock or stone you're not flat-footed and treat Successes as Critical Successes.

Unburdened Iron, ignore the speed reduction from armor and reduce it from other sources.

Vengeful Hatred, pick a foe from the list (which the GM is encouraged to modify as needed to be appropriate) and you gain a bonus on damage to them equal to the amount of weapon dice you are using. Also if you're critically hit by an opponent you get the bonus for a minute regardless of whether they belong to the foe category.

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