Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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RicoTheBold wrote:
Gaulin wrote:
Iiinteresting. Could you detail elemental motion a little more?
** spoiler omitted **

That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.


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Reziburno25 wrote:
Any new things three rogues racket get that werent in playtest?

This one's hard for me to answer because the playtest has a bunch of different versions of stuff and I haven't done a really direct comparison of how the new version has changed since the playtest rules like I did with a couple other classes (including the Druid, which is why I had so much info there).

Spoiler:
I haven't looked through the feats for changes, but the rackets now have different granted trained skills as part of the changes from 1.6. Intimidation and medium armor for Ruffian, Deception and Diplomacy + better feints for Scoundrel, and Thievery and Dex to damage for Thief.


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Follow up question in your opinon how useful does better feint compare to just trying other methods to flat foot or attack thrice.


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Gaulin wrote:
RicoTheBold wrote:
Gaulin wrote:
Iiinteresting. Could you detail elemental motion a little more?
** spoiler omitted **
That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.

Spoiler:
Yes, but remember that Dragon Wings the third focus spell for that bloodline (elemental motion is the 2nd) so it comes online later and costs an extra feat, and the heightening is as an 8th level spell, which is at character level 15. I'd say the water one is potentially the weakest of the elemental movement options, but it also grants the ability to breathe underwater, which is situational but potentially super powerful.

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So, could you share a little how necromancy is working now? Animate Dead is a ritual now, but how it works?

1ed you controled hd/lvl worth of minions. How is 2ed?


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Thanks again,
Did they add more "pizazz" to being legendary in something other than just having the highest numbers in it now? I'm specifically thinking about Legendary in armour and/or shields, which the armour check reduction was nice but lacklustre...


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Are there rules for playing old characters?


Is the artwork still Wayne Reynolds plastered everywhere or are other artists in the bestiary and core book?


BTW, thanks again for sharing, I was frustrated by knowing SOME info about certain mechanics like Signature Spells but not the adjacent details to really understand the mechanic.


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Reziburno25 wrote:
Follow up question in your opinon how useful does better feint compare to just trying other methods to flat foot or attack thrice.

Spoiler:
I feel like rogues have a lot of options to make a foe flat-footed, and I mostly still prefer flanking. That said, if you were building a super-deception infiltrator, it's a valid combat use for the skill, and it makes the target flat-footed for *everyone's* melee attacks on a crit success, but that mostly just means that they should have the option to position for flanking (I wish it did ranged, then it'd have a cool niche). Distracting Feint (level 2 feat, which appears to be the only one with the racket as a prereq) adds a -2 penalty to reflex saves and perception checks, which could be built around.

I think it's the 3rd best rogue racket at present.


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PossibleCabbage wrote:
Iron_Matt17 wrote:
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.

Ok. That's cool, I didn't crunch through the numbers to find the differences... Now I'm crunching through the numbers for best possible Paladin armour and maybe other saves. Looking good so far...


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Dante Doom wrote:

So, could you share a little how necromancy is working now? Animate Dead is a ritual now, but how it works?

1ed you controled hd/lvl worth of minions. How is 2ed?

The ritual rules are super cool. I can't do them justice in a short post.

Spoiler:
Different undead (or animated objects) require learning different rituals (all uncommon). After casting the ritual, you've created whatever you set out to create, but the check results and your chosen spell level in what you can do. Typically, you'll want to make them a minion. You're limited to 4 minions, whatever the type. They need to be 4 levels below you to make them a minion. If they're not made into minions, they do different things depending on how good the checks were, but critical fails mostly involve you getting attacked by whatever thing you were trying to do.

Summon spells, the command undead feat, and everything else I've seen that's not a ritual (basically) have a limited duration and don't compete with the rituals.


RicoTheBold wrote:
Gaulin wrote:
RicoTheBold wrote:
Gaulin wrote:
Iiinteresting. Could you detail elemental motion a little more?
** spoiler omitted **
That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.
** spoiler omitted **

Yeah it definitely could be strong, no question. I just personally prefer longer duration to short bursts of power.

Could I ask what the other monk feats are that require mountain stance? Like, what other feats add onto it?


Can you throw me a bone on the Imperial bloodline? Like the bloodline magic and the first focus spell?


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Quandary wrote:
BTW, thanks again for sharing, I was frustrated by knowing SOME info about certain mechanics like Signature Spells but not the adjacent details to really understand the mechanic.

Yeah, that's where I was for a lot of this. I've had since Thursday night to go through the rules and I'm just really, really pleased. I'm mostly posting this stuff (it's not even my thread) because I'm excited as hell, and posting in the inaccuracies/errors thread about and some other threads about what I think are really trivial stuff was bumming me out a bit.

Plus I can't wait to start making characters, and the questions you guys ask are what my players will ask, so I might as well learn it now (if I haven't already looked into it in the last few days).


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Iron_Matt17 wrote:

Thanks again,

Did they add more "pizazz" to being legendary in something other than just having the highest numbers in it now? I'm specifically thinking about Legendary in armour and/or shields, which the armour check reduction was nice but lacklustre...

Spoiler:
For weapons and armor, it's mostly just the numbers. +8 is great, but they also also added some armor specialization effects for just a little more variety to some of the classes and armor, which mostly add a little damage resistance to one type of physical damage.

The Legendary skill feats (and the feats that scale by proficiency) are largely better. I like how they changed the ones for Athletics, including the super cool Cloud Jump that I got Mark to spoil on his marketing-approve spoiler stream. You can high jump using the base long jump rules, and triple your long jumps over base, plus get even higher with extra actions. I just really want a monk that doesn't fly and jumps around and kicks flying dragons in the face instead. I didn't even like monks much in PF1.


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Drali wrote:
Are there rules for playing old characters?

Spoiler:
Write a high number in the box on the third page of the character sheet.

Seriously, though, I had to look this up ("Age" is in the index!) and there aren't mechanical considerations, so they suggest you might want to take the age into account when you consider your starting ability scores and future advancement. They recommend that characters are at least young adults to avoid changing the tone of some of the game's threats.


About the Bestiary, are there:

1) Hags (types)?
2) Nagas (types)?
3) Rakshasa?
4) Flumph?
5) Wolf-in-sheep's-clothing?


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Tharkun wrote:
Is the artwork still Wayne Reynolds plastered everywhere or are other artists in the bestiary and core book?

Spoiler:
The main class artwork pages have the finished, colorized versions of the sketches from the playtest. Some of the art is obviously his (since it's been talked through on the iconics videos), but there's lots of art, and the core rule book has 34 artists. Thirty-Four.

The iconic rogue Merisiel does look way leaner/fluid/alien, but some of that is perspective. Plus, elves are literally from another planet in the setting. They should be more distinct from other setting's elves.

Anyway, I like all the art, so if you want the opinion of someone who doesn't or didn't like the playtest art, I'm not your guy.


Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.

So happy about those age rules! (or lack there of...)


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Sorry for the sudden silence! The Orb has returned, and will try to spend an hour or two answering questions.

Kyrone wrote:
Can you throw me a bone on the Imperial bloodline? Like the bloodline magic and the first focus spell?

Spoiler:
The Imperial Bloodline gets arcane spells, and gives arcane staples like "magic missile", "dispel magic", and "haste". The first focus spell the bloodline grants is called "ancestral memories", which allows you to temporarily become trained in a skill of your choice.

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Kyrone wrote:
Can you throw me a bone on the Imperial bloodline? Like the bloodline magic and the first focus spell?

Spoiler:
Blood magic gives them a surge of ancestral memories that grants you or a target a +1 status bonus to skill checks for 1 round.

They get magic missile as their 1st level, which is better than Fear from the playtest, IMO. Their first focus spell is called Ancestral Memories, which lets them pick any non-lore skill or lore related to your bloodline's ancient empire to temporarily become trained in that skill for one minute (and possibly gain other memories). Heightens to a 6th-level spell that temporarily makes you an expert.

I think that's more interesting than the Ancestral Surge ability from the playtest, which one of my players used often and somehow was almost never relevant.

Also, all of the focus spells are at the end of the spells chapter (well, almost, the rituals are right after) and organized by class. It's so much faster to find them than the playtest. The book layout is pretty great.


re: Armor, I believe it was more nuanced than L/M/H, that there was (or could be) L/M/H laminar, leather, chain, plate with the construction determining Resistance type not L/M/H (I suppose that would determine amount). Plate = Slash Resist, Laminar Piercing Resist, Chain a general Resist (only on Crits). But don't believe me, I don't have book yet.

If I could re-up a question, the basics on STR/Armor Speed and Dwarven ability re: that was already mentioned, but I'm curious on the baseline Dwarven (and other Ancestry) speed and any Feats that increase Speed or negate reductions (as we saw re: ELves and a few others in PLaytest). Are those Heritages, are they still flat Speed increases or conditional on load/armor?

----------------

The Imperial tie-in with a SPECIFIC empire's lore sounds great, alot more contextually grounded and the type of bonus that you might not have otherwise instead of just bigger number in generic casting schtick. Curious if they develop it further, i.e. free ancient language or other things hinging on specific ancient empire.


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Iron_Matt17 wrote:

Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.

So happy about those age rules! (or lack there of...)

Nope!

Spoiler:
Chain=reduced damage from crits, Composite=piercing, Leather=bludgeoning, and plate=slashing. medium armor gets 1+potency rune, heavy gets 2+potency (for the crit reduction the damage is 4+potency and 6+potency but can't reduce below the rolled, pre-doubled damage).

Yeah, that's right, you don't get any benefit from those if you don't wear at least medium armor. Which is way easier if you're strong.


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It's Sir Owlbear to u wrote:


About the Bestiary, are there:

1) Hags (types)?
2) Nagas (types)?
3) Rakshasa?
4) Flumph?
5) Wolf-in-sheep's-clothing?

Spoiler:

1. Yes! (Sea, Green, Annis, and Night)

2. Yes! (Guardian and Dark)

3. Yes!(Raja and Dandasuka), the Raja Rakshasas are the ones from the original Bestiary.

4. No.

5. No.


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Quandary wrote:

I believe it was more nuanced than L/M/H, that there was (or could be) L/M/H laminar, leather, chain, plate with the construction determining Resistance type not L/M/H (I suppose that would determine amount). Plate = Slash Resist, Laminar Piercing Resist, Chain a general Resist (less than others). But don't believe me, I don't have book yet.

If I could re-up a question, the basics on STR/Armor Speed and Dwarven ability re: that was already mentioned, but I'm curious on the baseline Dwarven (and other Ancestry) speed and any Feats that increase Speed or negate reductions (as we saw re: ELves and a few others in PLaytest). Are those Heritages, are they still flat Speed increases or conditional on load/armor?

I basically just answered the first part.

For the second.

Spoiler:
Flat speed increases. They also changed the Elf Step feat to explicitly only be 5-foot steps so it no longer stacks with the monk stance that granted 10-foot steps...but it also no longer has the 40 speed prereq.

Who cares, though. Gnomes can get a primal cantrip they change once per day with a 10-minute meditation!


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It's Sir Owlbear to u wrote:


About the Bestiary, are there:

5) Wolf-in-sheep's-clothing?

I am a normal sheep, sir.


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Reziburno25 wrote:
Any new things three rogues racket get that werent in playtest?

Spoiler:
One thing that immediately jumped out is that the Thief Racket now gives Dex to damage with all finesse weapons, instead of just one-handed ones. Elven rogues are no longer out of luck if they want to use a curve blade.

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RicoTheBold wrote:
Iron_Matt17 wrote:

Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.

So happy about those age rules! (or lack there of...)

Nope! ** spoiler omitted **

Oh man! That's way better! Love it!


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Thanks for the answer for rituals!

If I may ask another one...
Shields...
So, Shields now have Hardness, HP and a threeshold? What do this threeshold do?


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What is the 42nd word on page 413 of the rulebook?


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Which class, in your opinion, makes the best archer?


Does assist action for helping one ally get better?. Éven with coopérative nature, it dont seem to have great impact? Thx for tour work btw.


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Dante Doom wrote:

Thanks for the answer for rituals!

If I may ask another one...
Shields...
So, Shields now have Hardness, HP and a threeshold? What do this threeshold do?

Spoiler:
The Broken Threshold (BT) is the HP value below which a shield is considered "broken"

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The Sesquipedalian Thaumaturge wrote:
What is the 42nd word on page 413 of the rulebook?

Spoiler:
"The" (though it could be different if you count numerical expressions as "words")

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Dante Doom wrote:

Thanks for the answer for rituals!

If I may ask another one...
Shields...
So, Shields now have Hardness, HP and a threeshold? What do this threeshold do?

Spoiler:
Broken Threshold. Basically, they're broken (and repairable) but not destroyed. It looks like it's probably always half the HP.

I'm getting slow, and probably will continue to be since Mark's starting his stream.


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Long John wrote:
Which class, in your opinion, makes the best archer?

Spoiler:
The halfling ranger, because halfling sling staffs are hilarious to me and can stun on a crit, and when he hits, a bear mauls the target.

For some definitions of "best."


When, in general, can we expect the specializations?


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Iron_Matt17 wrote:
When, in general, can we expect the specializations?

Spoiler:
For Armor, Champions at 7, Fighters at 11. Barbarians, Rangers, Druids, and Warpriests don't get it. Didn't check the other classes, but they're probably a "no."

The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.


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Are there any strong combat cantrips which don't deal damage (and aren't bard compositions or shield)? If so, which spell lists have them?


So we could have Resistance to a specific physical damage as low as level 7!?! 0_o

What about weapon specializations?


RicoTheBold wrote:
Iron_Matt17 wrote:

Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.

So happy about those age rules! (or lack there of...)

Nope! ** spoiler omitted **

How does Strength play into armor? What does it do? Does Dexterity still do the same stuff? Does investing in both Strength and Dexterity still make sense for armor, or is it more like 5e where you're better off investing in one or the other if you can help it?


Quandary wrote:
The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.

I totally agree. This edition has blown my expectations out of the water!!


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Quandary wrote:
The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.

I did some heavy conversion of different weapons/armor types for a specific savage world campaign in a modern technology setting where I wanted to give good trade-offs in equipment loadout for missions. I appreciate how challenging it is to make different equipment choices mechanically viable, with good flavor, appropriate tradeoffs, and situation-dependent. Actual play will tell, but the foundation to this approach seems solid, even before mixing in runes and materials and whatnot.

Spoiler:
Also, the bestiary says you can make a armor for a small creature from the hide of a faerie dragon. I'm not sure if an evil creature or a good creature would wear faerie dragon armor.


What are the stats like for the elven curved blade?

How does the spell haste work with the MAP? Is it a 2nd attack at your full bonus?


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Helmic wrote:
How does Strength play into armor? What does it do? Does Dexterity still do the same stuff? Does investing in both Strength and Dexterity still make sense for armor, or is it more like 5e where you're better off investing in one or the other if you can help it?

Spoiler:
Dex caps are still Dex caps to the benefit Dexterity grants AC. Armors have a Strength rating at which you are no longer subject to the armor's check penalty, and the speed penalty is reduced by 5 feet (negating it for the medium armors, and halving it for the heavy armors). This is where it would be good to have that Dwarf feat that would eliminate the penalty entirely and still reduce a different speed penalty by 5.

There's also the Noisy trait on chain shirts and chain mail, which seems to be missing a defined mechanical effect and will likely be an early FAQ candidate.


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How do deity choices line up with the different champion alignment options? Can you have a 'paladin' of a NG god, like Shelyn; or a redeemer of a CG god like Desna?

I hear there is a Hellknight armiger background. What's it like? How can wizard hellknights wear that lovely infernal armor?


Pathfinder Rulebook Subscriber

Could I possibly get a little insight on the sorcerer hag-bloodline (if there is one)? Specifically, granted spells and bloodline powers. I'm assuming the spell list will be Occult.

Also, any improvements/changes to familiars? They seemed to only have decent utility once you got the master abilities. Thanks!


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Rek Rollington wrote:

What are the stats like for the elven curved blade?

How does the spell haste work with the MAP? Is it a 2nd attack at your full bonus?

Spoiler:
Elven curve blades cost 4 gold, deal 1d8 slashing, have 2 bulk, take 2 hands, are swords, and have the traits Elf, finesse, and forceful. Same as the playtest, except the rounded up the cost from 38 silver.

Haste is *ALMOST* the same as the playtest. You get an extra action that can be used for a stride or a strike. It's subject to whatever multi-attack penalty you have at the time you opt to attack with it. The difference is that the heightened version at 7th level targets 6 creatures instead of the playtest's 5.

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