Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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Nicolas Paradise wrote:
Back to topic what are the options if any for building constructs and can alchemists do it? I feel like alchemists not being magic steals some things like constructs, clones and simulacrums from them which were pretty themaic of 1e alchemists.

Spoiler:
Summon construct is a spell on the arcane list. Permanent construct minions are just via animating objects in core (which frankly is still cool that they're in there at all), which can be done with rituals by anyone who learns the Arcana ritual. I added some more details about how the limits of the rituals in the answer about creating undead. Major thing to call out here is that all rituals are uncommon, and the rules look really well thought out.

I think alchemists need more stuff to make generally, which isn't surprising because they really represent a new entire item segment in the economy/design that just didn't exist beyond like level 2 in PF1.
Alchemists definitely don't get as weird as they could in PF1...yet.


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I hope the "weapon die size increases never ever ever ever stack, no matter what" rule is in a more obvious place than it was in the playtest (where it was in a sidebar of the fighter section.)


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Data Lore wrote:
Are there Cantrips that deal damage but do not have the Attack tag?

Spoiler:
Spells that target saves rather than requiring a spell attack roll do not have the Attack trait, and plenty of the damage dealing cantrips fall into this category.

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PossibleCabbage wrote:
I hope the "weapon die size increases never ever ever ever stack, no matter what" rule is in a more obvious place than it was in the playtest (where it was in a sidebar of the fighter section.)

Spoiler:
It's in the "Weapons" section, and is hard to miss. It would be nice if abilities that increase damage dice referenced the rule by page number, and perhaps some such abilities do, but "Deadly Simplicity" does not. At least the rule is where one would expect to find it.

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Coldermoss wrote:
Could you give us a brief overview of the Undead bloodline for sorcerer?

This was an old one that slipped through. Going to bed for real now, though.

Spoiler:
Divine tradition. Granted spells are chill touch, harm, false life, bind undead, talking corpse, cloudkill, vampiric exsanguination, finger of death, horrid wilting, and wail of the banshee. Their focus spells are touch of undeath (makes both harm/heal heal target for one minute, with optional saves for some reason that's probably largely just flavor for Pharasma worshippers or something), drain life (cantrip-level damage of 1d4/spell level, but gives you temporary HP that last a minute, so pretty cool little tool), and grasping grave (skeletal arms reach out of the ground and do some some damage in a 20-foot radius, with speed/immobilize debuffs on fails). Honestly, the later two seem like neat tools, and the first one is weird and situational, and I'm not sure how to value it. The blood magic (free perk when you cast one of those spells) is that you can either gain temporary HP equal to the spell level (but they only last for one round, so it's best if you know you'll be taking damage like from a persistent effect) or do 1 negative damage to the target per spell level.


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PossibleCabbage wrote:
I hope the "weapon die size increases never ever ever ever stack, no matter what" rule is in a more obvious place than it was in the playtest (where it was in a sidebar of the fighter section.)

It's right there in the equipment section where it should be. Super easy and obvious in the actual part talking about weapon die increases. It's totally on me for not double-checking.

The layout is super great in practice, in sharp contrast to the playtest book. The biggest problem is that there are so many pages, and sometimes the individual subsection you need is super small. Scrolls are basically one page, which explains what they are, how they work, and then since there doesn't need to be much else, wraps it up. Hard to find that "section" flipping through, but just use the (again, great) index.


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Do Rogues have a feat that follows up on Magical Trickster and allows them to sneak attack with AoE spells? Alternatively, is there a Rogue feat or skill feat that is similar in effect to Ranged Legerdemain?


I would love to see the final stats for the katana. Thanks!


Thanks for all the answers so far. Is debilitating strike the same as in the playtest?


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How many sample builds for each class? We saw that the Alchemist, at least, gets 1 sample build for each research field. Does every class get 1 build per class path/subclass like that? What about fighter and monk (which don't have class paths)?


Does anything stand out as really crazy that Alchemists get in your eyes? Curious if there was anything anyone who has the book found really eye catching.


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Bruno Breakbone wrote:
Bruno, a handsome and beautiful tetori, want to know if there any feat support for combat maneuvers ... specifically grapple.

Spoiler:

Most martial classes have at least a feat or two that either interact with combat maneuvers or combine them with attacks or other actions. There's also the skill feat "Titan Wrestler", which lets you use maneuvers against creatures much larger than you.


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tqomins wrote:
How many sample builds for each class? We saw that the Alchemist, at least, gets 1 sample build for each research field. Does every class get 1 build per class path/subclass like that? What about fighter and monk (which don't have class paths)?

Spoiler:
It varies from class to class, and having paths does not necessarily mean there's an example build for each. The Paladin has only two sample builds, the Bard, only one.

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FWBean wrote:
I would love to see the final stats for the katana. Thanks!

Spoiler:
The Katana deals 1d6 slashing, and has the deadly d8, two-hand d10, and versatile P traits.

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MaxAstro wrote:
Do Rogues have a feat that follows up on Magical Trickster and allows them to sneak attack with AoE spells? Alternatively, is there a Rogue feat or skill feat that is similar in effect to Ranged Legerdemain?

Spoiler:
There don't seem to be any such feats, though there is a high level Rogue feat that allows them to create a contingency effect that can duplicate nearly any spell of 4th level or lower. They can choose a spell from any tradition, and can change both the spell and the trigger every day during preparation.

Are there any fighter feats that let them pull off truly extraordinary moves?


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Rek Rollington wrote:
Thanks for all the answers so far. Is debilitating strike the same as in the playtest?

Spoiler:
The only change is that the entangled condition has been replaced with a 10-foot speed reduction. Neither the entangled condition nor the hampered condition made it into the final game.

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Ventnor wrote:
Are there any fighter feats that let them pull off truly extraordinary moves?

Spoiler:
I suppose it depends on what one considers "extraordinary". The Fighter's skill with weapons certainly exceeds that of any human from our reality, but none of his tricks are things that an onlooker would mistake for magic.

Thanks again.

Do Rogues get any feats that benefit a free hand?


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Squiggit wrote:
Does anything stand out as really crazy that Alchemists get in your eyes? Curious if there was anything anyone who has the book found really eye catching.

Spoiler:
Sadly, most of the Alchemist chapter is devoted to pretty bread-and-butter feats. Things that make your alchemical tool of choice better, or power up quick alchemy. It's understandable, these feats are necessary and there's a premium on space, but hopefully Paizo publishes some more "out there" Alchemist options soon. Maybe a Master Chymist archetype? Please?

Is there anything more on Bard muses that's changed from the play test, specifically around the flavor text around muses?

and what is the skill feat for Barrister background?

please and thank you.


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Rek Rollington wrote:

Thanks again.

Do Rogues get any feats that benefit a free hand?

Spoiler:
There are two, "Poison Weapon" (which isn't too different from the playtest), and "Sabotage", which lets a Rogue use her Thievery skill to damage an object held by an enemy.

Have any of the Shadow spells made it in? I'm disappointed to hear that the hand spells aren't in, so I'm hoping for my other favorite spell group.

Dark Archive

Is there any way to dual wield (draw two weapons) as a single action?
Does the rogue have any useful dual wielding feats?


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The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.


What do the later feats in the Iron Mountain Stance chain do?


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Albatoonoe wrote:
Have any of the Shadow spells made it in? I'm disappointed to hear that the hand spells aren't in, so I'm hoping for my other favorite spell group.

Spoiler:
There's one spell, "Shadow Blast", that works a bit like Shadow Evocation. There's no Shadow Conjuration though.

How did they change basic and advanced powers of Healing cleric domain?


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Narxiso wrote:

Is there any way to dual wield (draw two weapons) as a single action?

Does the rogue have any useful dual wielding feats?

Spoiler:
The rogue gets Quick Draw, which is useful for dual wielding as explained above, and Twin Feint, which lets the Rogue make two attacks, with the enemy automatically flat-footed against the second.
Dark Archive

Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.

That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.


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Narxiso wrote:
Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.
That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.

What’s disheartening about it? It’s almost like drawing them for free.

Then you still have the rest of combat to use things like twin feint.


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Arachnofiend wrote:
What do the later feats in the Iron Mountain Stance chain do?

Spoiler:
Presumably you mean Mountain Stance, and not Ironblood Stance.

The 2nd feat in the chain gives you an action that further boosts your AC for a turn.

The 3rd feat gives you an AoE attack that deals an amount of damaged based on your Str modifier, as well as possibly knocking the targets prone.


Have the Combat Maneuvers changed/improved from the playtest? They were very lackluster from what I remember. Can you give a quick run down on them? Thank you.


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ieRence wrote:
How did they change basic and advanced powers of Healing cleric domain?

Spoiler:

Healer's Blessing is now a targeted buff that increases the amount of healing the target receives from any magical healing for one minute. The higher level power is "Rebuke Death", a basic healing spell that has the benefit of not increasing the wounded condition if it brings someone back from the brink of death.

And that's it for tonight. Tomorrow, more answers, but also some tidbits from the book that stood out that no one has yet asked about.


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Here's a question for your morning: what Reactions do Wizards have access?

Scarab Sages

Is there any way to increase proficiency in a weapon above "trained" (e.g. non monks and unarmed attack)?


Do they have encounter tables that sort encounters by terrain or creature type?

Dark Archive

Rek Rollington wrote:
Narxiso wrote:
Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.
That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.

What’s disheartening about it? It’s almost like drawing them for free.

Then you still have the rest of combat to use things like twin feint.

If I’m not mistaken, AoO trigger from drawing weapons, and in the case where something had more than one AoO, using quick draw would trigger twice while dual wielding.

I just don’t think it interacts well with a dual wielded, which includes fighters unless they can also quick draw without multi-classing. I think quick draw just interacts better with single weapons, like bows, which are fully capable of interacting with other feats for that style of play on the first round. Of course, this is how it felt with the play test, substituting the fighter’s two weapon fighting feat for twin feint.


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Narxiso wrote:
Rek Rollington wrote:
Narxiso wrote:
Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.
That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.

What’s disheartening about it? It’s almost like drawing them for free.

Then you still have the rest of combat to use things like twin feint.

If I’m not mistaken, AoO trigger from drawing weapons, and in the case where something had more than one AoO, using quick draw would trigger twice while dual wielding.

I just don’t think it interacts well with a dual wielded, which includes fighters unless they can also quick draw without multi-classing. I think quick draw just interacts better with single weapons, like bows, which are fully capable of interacting with other feats for that style of play on the first round. Of course, this is how it felt with the play test.

Very few enemies have AoO, and none have more than one.


Could you share the beastiary stats and any cool abilities for kobold(s)?
I have a player looking to play one in Age of Ashes. Thank you!

Dark Archive

Xenocrat wrote:
Narxiso wrote:
Rek Rollington wrote:
Narxiso wrote:
Rek Rollington wrote:
The quick draw feat is to draw and strike as a single action. So even if there isn’t one to draw two at once you can still draw 2 and attack twice and still have action to spare.
That’s disheartening; it looks like using single weapons will be better. Thanks for the info though.

What’s disheartening about it? It’s almost like drawing them for free.

Then you still have the rest of combat to use things like twin feint.

If I’m not mistaken, AoO trigger from drawing weapons, and in the case where something had more than one AoO, using quick draw would trigger twice while dual wielding.

I just don’t think it interacts well with a dual wielded, which includes fighters unless they can also quick draw without multi-classing. I think quick draw just interacts better with single weapons, like bows, which are fully capable of interacting with other feats for that style of play on the first round. Of course, this is how it felt with the play test.

Very few enemies have AoO, and none have more than one.

My apologies, it must not be a real problem, and I sent the thread down a different path than it was intended to.

Back to the questions:
How do PCs measure up to equal level opponents, as in, which class, if any, do equal level opponents appear to be based off? I ask because if opponents are scaled to fight fighters, then they may be a little tough for those at lesser proficiencies, and vice versa. And how does that translate to variety in equal level opponents (sorry if this is a difficult question, but I’ve been pondering whether things like expertise are actually resulting in an edge over equal level opponents or are necessary to keep up).

Also, are cantrips about equal to weapon damage for number of actions? I ask because an argument I heard for leveled spells having greater oomph is because spell casters can’t cast all day, but that is changing with this edition’s cantrips (?).


Thanks for the bone about the Imperial bloodline, and now I got curious about the other 2 focus spells of that bloodline, I will be very grateful for that spoiler.

Narxiso wrote:


My apologies, it must not be a real problem, and I sent the thread down a different path than it was intended to.

Back to the questions:
How do PCs measure up to equal level opponents, as in, which class, if any, do equal level opponents appear to be based off? I ask because if opponents are scaled to fight fighters, then they may be a little tough for those at lesser proficiencies, and vice versa. And how does that translate to variety in equal level opponents (sorry if this is a difficult question, but I’ve been pondering whether things like expertise are actually resulting in an edge over equal level opponents or are necessary to keep up).

Also, are cantrips about equal to weapon damage for number of actions? I ask because an argument I heard for leveled spells having greater oomph is because spell casters can’t cast all day, but that is...

This I can answer, it all comes from leaks from Paizocon.

Spoiler:
Glabrezu is a lvl 13 opponent with 34 AC, a fighter will have +28 to hit (need to roll a 6) while other martial will have +26 (need to roll a 8), but this is one of the most armored enemy for that level.

A Ancient White Dragon is lvl 15 with 35AC, a Fighter needs to roll a 5 (+30 to hit) while other martial classes needs to roll a 7 (+28 to hit).

So for me this looks fine.

Cantrips are weaker than 2 weapons swing by a huge amount.


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Do bards have any feats or abilities that increase their melee prowess?


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In the Playtest, the Fighter feats Agile Grace (reduce MAP with Agile weapons from -4/8 to -3/6) and Two Weapon Flurry (one action, make one attack with each weapon, required both strikes to be at MAP -8 or worse to use the feat) were thoroughly incompatible with each other despite both being very natural choices for a dual wielder. Is this still the case?


Great stuff here!

Curious on ranged rogues. Getting the flat-footed condition for ranged attacks for sneak attack were tricky at best. Has this remained the same or are there rogue tricks to help in 2e?


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Kalderaan wrote:

Great stuff here!

Curious on ranged rogues. Getting the flat-footed condition for ranged attacks for sneak attack were tricky at best. Has this remained the same or are there rogue tricks to help in 2e?

Without going into detail, several features apply the flat-footed condition on a hit (or on a crit), sometimes even until the end of your next turn.


Also it never seemed terribly hard to get cover and Hide before loosing a shot.


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Any means for non-Rogues to gain Dex to damage (Even if means multiclassing into Rogue)?


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Pathfinder Roleplaying Game Superscriber
Rylde wrote:
Any means for non-Rogues to gain Dex to damage (Even if means multiclassing into Rogue)?

I believe this was already answered in another thread as a no. You definitely can't gain it by multiclassing, so I'd be surprised if there was any other way.

Which is fine, I think - Dex to damage isn't as valuable as it was in 1e, and having it as a special thing for certain Rogues only gives the class a nice flair.


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NemesorTzeentch wrote:
Is there any way to increase proficiency in a weapon above "trained" (e.g. non monks and unarmed attack)?

This is going off of memory since I'm at work right now, but just using General feats there's no way to increase a weapon proficiency past just Trained. So for Unarmed Attacks, multiclassing may be your best bet.

However, if ancestral weapons are more your speed, most ancestries (if not all) have some sort of 1st level ancestral weapon feat. From what I saw, all ancestries that have this 1st level option also have a level 9 ancestral feat that allows your ancestral weapon proficiencies to increase whenever your class weapon proficiencies increase, so building around a specific ancestral weapon that your class doesn't normally have is completely viable.

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