Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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Silver Crusade

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Paladinosaur wrote:
What aligments do Nethys, Iomedae and Sarenrae allow for their followers?

Iomedae LN, LG

Nethys all Neutrals

Sarenrae all Good


Is Barkskin still the terrible spell it was in the Playtest??

Liberty's Edge

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C Note271 wrote:
Is Barkskin still the terrible spell it was in the Playtest??

This has been mentioned. It now gives slightly higher Resistance (2 as a 2nd level spell, +1 per level...Fire Vulnerability is one higher than that) and can be ended for free after the first time you take Fire damage (meaning it will never cost you more than Level +1 HP).

I actually did some math indicating that amount of Resistance as very relevant.


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Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.

Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing

Silver Crusade

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nick1wasd wrote:
Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.
Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing

Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.


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I do recall seeing an uncommon magic item with "Halfling" in its name, but I cannot recall any particulars at the moment.


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Rysky wrote:
nick1wasd wrote:
Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.
Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing
Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.

"Knapsack of Halfling Kind" 9th level item in the playtest. 50 Bulk (Type II bag) in one pouch; Master-tier cookware in the second; 4 free cookies that give 2d8+4 HP in the last pouch. It was a very flavorful item that felt hilariously fitting for the typical halfling to use. Best fluff tool ever!

Silver Crusade

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nick1wasd wrote:
Rysky wrote:
nick1wasd wrote:
Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.
Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing
Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.
"Knapsack of Halfling Kind" 9th level item in the playtest. 50 Bulk (Type II bag) in one pouch; Master-tier cookware in the second; 4 free cookies that give 2d8+4 HP in the last pouch. It was a very flavorful item that felt hilariously fitting for the typical halfling to use. Best fluff tool ever!

Ah, there it is! And it has art too!

(Bag of Holding is a "Held" magic item while the Knapsack is "Worn", so in two completely different sections)

There's a greater version that you can climb into to dimension door.


nick1wasd wrote:
Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.
Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing

There's a level 17 backpack that lets you plane shift. I can't remember what sort of magical storage and other goodies come with it.

Silver Crusade

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Xenocrat wrote:
nick1wasd wrote:
Rysky wrote:
Handy Haversack of Hillarity wrote:
mrspaghetti wrote:
Is there a Handy Haversack or equivalent in PF2?
Well I certainly hope so.
Just the Bag of Holding so far.
Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thing
There's a level 17 backpack that lets you plane shift. I can't remember what sort of magical storage and other goodies come with it.

Voyager's Sack, which also functions as a Bag of Holding, gives bonuses to Survival, and let you track teleportations.

But instead of tarts you get a climber's kit, so therefore inferior.


Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?

Silver Crusade

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nick1wasd wrote:
Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?

Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.

Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.

I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.

Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.

Silver Crusade

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I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts


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Arrendis Lionheart wrote:
I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts

I would assume that it is for anyone receiving any mechanical benefits from being a worshiper of that deity. At the moment, that would just be champions and clerics, but I am sure that it won't be limited to them for long.


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Arrendis Lionheart wrote:
I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts

Only *required* for that deity to grant you power. But it's a good guideline for followers too.


Rysky wrote:
nick1wasd wrote:
Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?

Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.

Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.

I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.

Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.

What I was asking with the chain shirt thing was that the unique non-magical "Mithral chain shirt" item costed more than making a chain shirt item with mithral's "crafting with" price. Does orichalcum do anything fancy for weapons, or just armor? Glad to see flat bonuses returning here and there, extra dice is nice, but it's also a bit too swingy at times for my tastes.

Silver Crusade

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David knott 242 wrote:
Arrendis Lionheart wrote:
I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts

I would assume that it is for anyone receiving any mechanical benefits from being a worshiper of that deity. At the moment, that would just be champions and clerics, but I am sure that it won't be limited to them for long.

Yep, you can have a CG Fighter who "worships" Asmodeus but it does absolutely nothing and they're probably being a total SNAFU about the whole situation.


So, something a little more specific from me.

It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
nick1wasd wrote:
Rysky wrote:
nick1wasd wrote:
Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?

Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.

Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.

I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.

Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.

What I was asking with the chain shirt thing was that the unique non-magical "Mithral chain shirt" item costed more than making a chain shirt item with mithral's "crafting with" price. Does orichalcum do anything fancy for weapons, or just armor? Glad to see flat bonuses returning here and there, extra dice is nice, but it's also a bit too swingy at times for my tastes.

From my reading you can't use the "craft a mithral item" to make a cheaper item that just happens to be armor, you have to actually use the "craft mithril armor" way.

No orichalcum weapons mentioned.

Silver Crusade

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Ventnor wrote:

So, something a little more specific from me.

It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?

From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.


Rysky wrote:
Ventnor wrote:

So, something a little more specific from me.

It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?

From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.

I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?


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Blave wrote:
Rysky wrote:
Ventnor wrote:

So, something a little more specific from me.

It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?

From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.
I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?

He could, this is a known benefit for multiclassing from one spellcaster to another that uses the same list, you use the original class proficiency, which will of course be higher.


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Arachnofiend wrote:
it's going to be an issue very quickly once we get rules for Achaekek in the first world guide.

First world guide also has rules for the red mantis assassin archetype, which is presumably what anybody wanting to fight with sawtooth sabres is going to take.


Xenocrat wrote:
Blave wrote:
I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?
He could, this is a known benefit for multiclassing from one spellcaster to another that uses the same list, you use the original class proficiency, which will of course be higher.

That is very good to know. I was considering plaing a Sorc>Wizard in the playtest but with only 6 class feats (before the update) it was nearly impossible to make it work. So I ended up playing a Wizard>Cleric instead. Might change that back to the original idea. Unfortunately, the character is a halfling which makes it a bit tough to pull off.

Anyway, thanks for the confirmation!


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PossibleCabbage wrote:
Arachnofiend wrote:
it's going to be an issue very quickly once we get rules for Achaekek in the first world guide.
First world guide also has rules for the red mantis assassin archetype, which is presumably what anybody wanting to fight with sawtooth sabres is going to take.

I gotta be honest, archetypes like this that are so fundamental to the design of a character just feel bad to me because in any game that doesn't start at level 1 you are going to spend a level not playing the character you wanted to play. Just another reason to start all my campaigns a few levels in I suppose.


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Arachnofiend wrote:
I gotta be honest, archetypes like this that are so fundamental to the design of a character just feel bad to me because in any game that doesn't start at level 1 you are going to spend a level not playing the character you wanted to play. Just another reason to start all my campaigns a few levels in I suppose.

In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2- to any "fundamental to a concept" archetypes.

But on the other hand, level 1 characters aren't really supposed to have diverse skillsets anyway, and level 1 is short.


Quote:
In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2

Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.


Arachnofiend wrote:
Quote:
In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2
Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.

It's a thing for certain kinds of archetypes, but not for multiclassing or the ones first couple books.


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Arachnofiend wrote:
Quote:
In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2
Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.

Class archetypes, which aren't in the CRB but the rules for them are, work like this. Since class archetypes (like PF1 archetypes) alter or replace class features. But in order to work in parallel with other archetypes they cost a 2nd level class feat (so they should all be at least a feat's worth of an upgrade). But since they can, in theory, alter or replace a level 1 class feature (think a Wizard without a thesis, for example), there needs to be a way to put them on at level 1.

So the special rule exists that you can gain the benefits immediately, it just locks you into buying the dedication at level 2.


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...Well that's just a mess of a system. Really seems like they're committed to locking archetypes to level 2 despite repeatedly coming up against reasons why they shouldn't be.


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If it helps, think of it as "choosing an archetype at level 1 (as in PF1), this archetype replaces your 2nd level class feat."


Any fun gnome or goblin themed magic items?


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PossibleCabbage wrote:
If it helps, think of it as "choosing an archetype at level 1 (as in PF1), this archetype replaces your 2nd level class feat."

And considering that for classes that had class feats in PF1, "this archetype replaces your 2nd level class feat" was really common... :)


Are gauntlets still a weapon option? And if so, do they carry the same weird baggage from 1e about whether or not they count as unarmed strikes?


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SoulknifeFan420 wrote:
Are gauntlets still a weapon option? And if so, do they carry the same weird baggage from 1e about whether or not they count as unarmed strikes?

They're a Simple Melee wep, 1d4B, Brawling grp, Agile, Free-hand traits.


Vlorax wrote:
SoulknifeFan420 wrote:
Are gauntlets still a weapon option? And if so, do they carry the same weird baggage from 1e about whether or not they count as unarmed strikes?
They're a Simple Melee wep, 1d4B, Brawling grp, Agile, Free-hand traits.

Sick, thank you.


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Rysky wrote:
All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.

Huh, so they're basically the Cloths from Saint Seiya? They could achieve some level of self-repair and were even partially made from Orichalcum. I can appreciate the nerdy reference if so, lol.


Regarding DEX modifier to damage. I could only find the 'Thief' from the Rogue's Racket that gave this ability.

Quote from Thief excerpt: When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

I get it for weapons like Dagger, Shortsword and Rapier. Certainly does NOT apply to bows.

However, would it apply to a Dagger or Starknife if thrown? Meaning, would a thrown Starknife (which is a finesse melee weapon) get DEX modifier to hit AND damage?

Lastly, can Dex mod to damage be achieved anywhere else or just from rogue's racket thief ability?


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Kalderaan wrote:

Regarding DEX modifier to damage. I could only find the 'Thief' from the Rogue's Racket that gave this ability.

Quote from Thief excerpt: When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

I get it for weapons like Dagger, Shortsword and Rapier. Certainly does NOT apply to bows.

However, would it apply to a Dagger or Starknife if thrown? Meaning, would a thrown Starknife (which is a finesse melee weapon) get DEX modifier to hit AND damage?

Lastly, can Dex mod to damage be achieved anywhere else or just from rogue's racket thief ability?

"When you attack with a finesse melee weapon" doesn't specify that it must be a melee attack, so by RAW, yes, you can get Dex to damage when throwing daggers. Whether that's RAI, I have no idea.

And no, only thief grants dex to damage.


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This thread was intended for sharing spoilers prior to the book's release. Now that the book's out, rules questions should probably be taken to the relevant section of the forum. This thread has run its course.


The All-Seeing Orb wrote:
This thread was intended for sharing spoilers prior to the book's release. Now that the book's out, rules questions should probably be taken to the relevant section of the forum. This thread has run its course.

Got it and thanks!


Data Lore wrote:

If theres one place to focus more on roleplay than balance, you'd figure it be languages. They dont mechanically matter most of the time anyways.

They could have just given people from those regions a dialect or whatever. But, eh, just another thing to house rule, I guess.

Sorry to the OP for the aside.

And its been confirmed, humans get a bonus language in core (which can be thier regional tongue). It just wasn't in print due to an error.

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