Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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How has the aberrant bloodline changed since the Playtest? I don't recall any details on that at all, I'd appreciate info on focus powers, the bloodline ability, bonus spells.


What are the sorcerers first level class features? They had spell casting, bloodline, bloodline magic, the focus power, anything else?

Thank you


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User69 wrote:
Investing Magic Items, how does it work?

Spoiler:
- You can invest up to 10 items in a day (12 with a feat)

- Investing is just for magical worn items
- You do it with one or more interact actions, and it's generally just putting the item on
- If you remove an invested item, it loses its investiture but still counts against your daily limit
- You reset the limit during your daily preparation, at which you invest your items again (if you're still wearing them, you can typically just keep them invested and count against your limit again)- - You can still get mundane benefits of an item if you don't invest it; a +1 resilient armor will still give item bonus to AC, but not magical bonus to saving throws

Some thoughts:
- 97% of the time, this is basically just a simple replacement for the item slots
- I think this means you can take an item off, then later put it back on and reinvest it at the cost of another daily investment against your limit
- I also think that means a buddy could invest it in between your two investments if they had a spare point
- This is implied in the section on limited activations where it points out that item activation limits are inherent to the item and don't refresh if another creature later invests it or tries to activate it (so no loopholes there; if the item has a once per day ability, it's once per day)
- I'm specifically thinking of a time when I had some players passing a ring of freedom of movement back and forth to get through as situation, and I'm thinking of whether something like that could even happen
- Staves have a totally different system where they get their daily charges from a spellcaster, which is basically 1:1 - a spellcaster can only charge one staff per day, and a staff can only be charged by one spellcaster per day, but it doesn't cost an extra resource (like giving up spell slots or something) to do it


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RicoTheBold wrote:
User69 wrote:
Investing Magic Items, how does it work?
** spoiler omitted **

Is there any rule to stop people from wearing multiple boots or cloaks at the same time?


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CyberMephit wrote:
RicoTheBold wrote:
User69 wrote:
Investing Magic Items, how does it work?
** spoiler omitted **
Is there any rule to stop people from wearing multiple boots or cloaks at the same time?

This has been covered before. Yes, there is. Also, there's common sense (not to mention fashion sense!)


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Bardic Dave wrote:
CyberMephit wrote:
RicoTheBold wrote:
User69 wrote:
Investing Magic Items, how does it work?
** spoiler omitted **
Is there any rule to stop people from wearing multiple boots or cloaks at the same time?
This has been covered before. Yes, there is. Also, there's common sense (not to mention fashion sense!).

Now I imagine a guy trying to fit on two pairs of magic pants and suddenly a tiny goblin with a wearable siren comes out of the bushes, with a tiny sign reading 'fashion police' and bludgeoning ones chin with a sap or something among the lines

Grand Lodge

Pathfinder Adventure Path Subscriber
RicoTheBold wrote:
User69 wrote:
Investing Magic Items, how does it work?
** spoiler omitted **

Thank You!


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Bardic Dave wrote:


This has been covered before. Yes, there is. Also, there's common sense (not to mention fashion sense!)

It only took a quick "fashion double boots" Google image search to make me very happy that there is an actual rule I can appeal to instead of either of those senses!


Are they any Monk stances beyond the playtest ones and Ironblood? (Mountain stance was in the playtest, but it was a level 8 feat then and had a different functionality). Also, are they any Monk Weapon support feats beyond picking up proficiency/access?


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CyberMephit wrote:
Bardic Dave wrote:


This has been covered before. Yes, there is. Also, there's common sense (not to mention fashion sense!)
It only took a quick "fashion double boots" Google image search to make me very happy that there is an actual rule I can appeal to instead of either of those senses!

LOL! I just googled it; I don't know what I was expecting, but it definitely wasn't that! That is too funny!


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Quandary wrote:

Could you describe how Languages work, I know we know get MORE based on full INT bonus,

but the details of how characters qualify / gain access to languages would be interesting to know.
What is the global/baseline "Common" list?
What are the Class options? Celestial/Infernal for Clerics? Draconic for Wizards? Ancient Language for Imperial Sorcerors?
How are Regional languages handled? Playtest was weird with only granting Human ethnic languages,
I believe an example was a Halfling that grew up in Belkzen would have no way to know Orcish via bonus/free languages.

This one's kinda long.

Spoiler:

- Ancestries grant static languages (typically Common + the ancestral language, like Goblin or Elven).
- You will also get additional languages equal to your Intelligence modifier (if +1 or higher); the ancestry will specify a list to select from that's open-ended to include "any other languages to which you have access (such as the languages prevalent in your region)"
- You explicitly adjust your number of languages if your Intelligence changes later on (p.65), so you're not locked into putting points in Int at level 1
- Humans only get Common for free, not their ethnicity-specific regional language
- Half-elves and Half-orcs don't get Elven or Orcish for free, either
- Humans' list for additional languages from Int mod includes "all common languages" (plus the open-ended "any other blah blah blah")
- Nomadic Halfling is a heritage that lets you gain two additional languages of your choice from among the common and uncommon languages available to you, and grants an extra language every time you take the Multilingual feat
- Druids still get Druidic Language at level 1 as a Class Feature
- Other classes don't seem to get anything as a base; there's not an "expanded access" entry or anything for them with the initial proficiencies or anything else; I didn't look at class feats or anything for this specifically
- Technically, if a language isn't on the ancestry list and isn't from your region, you're supposed to ask your GM if you can take it
- That said, "Languages that are common are regularly encountered in most places, even among those who aren't native speakers" so I'd probably allow it if it was particularly thematic. That said...
- Multilingual is a Society skill feat (level 1, requires trained) that gives you two new languages, "chosen from common languages, uncommon languages, and any others you have access to." If you are or become a master in Society, you get another language, and at legendary, you get one more. So up to 4. You can take the feat more than once. In other words, it's really easy to get basically any language you want.
- Legendary Linguist is a Society skill feat (level 14, requires legendary and Multilingual) that lets you instantly create a pidgin language to talk to any creature with a language, even if you don't know it. You do have to first understand what medium they use for communication (speech, sign language, etc.).
- The Common, Uncommon, and Secret language tables are the same as the playtest, except they added the word "elemental" to some of the speakers (so "Earth elemental creatures" instead of "Earth creatures")
- Regional languages are in the setting-specific chapter (along with details on the Deities) - I appreciate that nod to people who play in other settings (not me, actually)
- The regional table is a little different, I'm guessing because the regions themselves are organized a little differently (maybe they're using the new meta-region grouping), but I'm not going to do the legwork on figuring that out right now. I'm a bad GM who doesn't know Golarion very well beyond the narrow part relevant to my current adventure.


Are there options/rules for those of use that still roll ability scores and roll hit points every level? I know it's not preferred for many people, but my group is full of old folks who've been doing it that way since forever, and we actually like the randomness of it.


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How is alchemist bomb damage? Will bombers focus on chucking bombs when the free bombs show up or are they better waxing people with crossbows?


Okay, this might be a more open ended question and I understand if it get's no response. More of a general "What do you think?" sort of question.

That being said, I typically play the Ranger in my group and I couldn't help but feel underwhelmed by them during the playtest. Snares are okay but in a poor campaign (we never get much gold always silver) the cost for making them was too much and they were situational at best. The thing I liked the most was the Hunt target but only because it made my multi attacks better. Is hunt target still a thing and if so is it better?

Second, I ended up going to full Druid because of the wild shape abilities and enjoyed that quite a bit. So would it be more beneficial, in your opinion, to play Rangers as they are now or would I need to try muticlassing into something like a Druid to get more to work with?

Again way more open ended I know but I like sticking to what I know...I was about to play a multiclass wizard/fighter to just completely switch things up but I'd rather give my favorite class another shot.

The Exchange

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Are there anymore interesting Muse benefits in the bestiary like the one granted by Nymphs?


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Huh. Just common for humans annoys me. Given how insular some ethnicities are in Golarion, the idea that you could come out of your farm/village/nomadic band not knowing Shoanti or Hallit (for example) is just bizarre.

Especially since Common -is- Taldane, and a lot of Golarion countries are real world expies. Unless they devote character resources to it, the not!Egyptian monk, not!Romanian priest and not!French firebrand all only speak English. :(

Doesn't help characterization or authenticity at all.

Silver Crusade

Could somebody please tell me how knowledge checks now work?

I know that they've at least specified which skills are used for which knowledges

Specifically
1) Does a critical failure still yield false information?
2) Is the amount and kind of information on a success specified at all?
3) What action does it take?
4) Can multiple checks be made?


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Tiene wrote:
Someone mentioned a tongue attack for the frog-based animal totem barbarian. What sorts of abilities do the animal totem barbarians get? Does the frog totem get an improved jump or other cool stuff as well? The idea of a green-skinned half-orc frog barbarian fighting like a chimera from Fullmetal Alchemist or a mutant from TMNT suddenly sounds really fun.

Spoiler:
FYI, they're "Instincts" now instead of totems. Level 6 offers a feat to turn your AC penalty into a bonus, which is cool.

Quick caveat: I'm both an optimizer by nature and someone who really enjoys quirky thematic builds around interesting mechanics, so I'll tend to recommend mechanically good stuff, but also weird/cool stuff even if it might be suboptimal.

The frog tongue and deer antler attacks get reach 10 at level 7.

At level 8 there's a feat to take animal form, although it basically amounts to changing shape, refreshing your temporary HP, and having different speeds (frogs get Speed 25, swim Speed 25) - this is also where frog's tongue attack gets reach 15 as a special exception. Honestly it's kinda hard to say if it's worth it; I'd like it more if it got the size increases of the heightened versions of animal form, but you also get to keep your gear bonuses. It does give you more temporary HP back than the Renewed Vigor feat that's also available at 8th level, and it's obviously more thematic. Frog tongues being agile means it's a lot easier to hit on those later attacks in a turn, and agile + reach is basically non-existent, never mind reach 15. Even the downside of d4s for damage isn't as bad if you literally wouldn't have been able to make the attack otherwise because the target was out of reach. You still have the frog bite option of d10.

Predator's Pounce at 12 is basically a shorter-range version of Sudden Charge, which is a level 1 feat. It's strictly better in that it's slightly more flexible, but it'd be easy to skip and take another of the level 10 barbarian feats, which offer more varied utility.

I dunno. Personally, I'd find it nearly impossible to resist the Giant instinct, but I'm starting to talk myself into a frog or deer barbarian as a fun alternative.


Enervation is gone? Did something replace it?


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Alvah wrote:
Are there options/rules for those of use that still roll ability scores and roll hit points every level? I know it's not preferred for many people, but my group is full of old folks who've been doing it that way since forever, and we actually like the randomness of it.

Spoiler:
Yeah, but you can use literally any way you want to do it once you enter the realm of houserules.

They provide 4d6 drop the lowest as their method, and offer a word of warning about what kinds of impacts high or low stats might have on the game.

The only real quirk is that you only your ancestry gives one fewer free boost (worded that way in case you're human and would have more than one) and the normal flaw (if any). Background gives you only one boost, of the two abilities specified. These boosts cannot take an ability above 18.
Everything else (class boost, level 1 boosts) is replaced with rolling.


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Voss wrote:

Huh. Just common for humans annoys me. Given how insular some ethnicities are in Golarion, the idea that you could come out of your farm/village/nomadic band not knowing Shoanti or Hallit (for example) is just bizarre.

Especially since Common -is- Taldane, and a lot of Golarion countries are real world expies. Unless they devote character resources to it, the not!Egyptian monk, not!Romanian priest and not!French firebrand all only speak English. :(

Doesn't help characterization or authenticity at all.

I think it's a nod to how fundamentally broken it would be to have a character not speak Common as a baseline. This is something that would be perfectly fine to houserule if it bugs you, but it's not like it's hard to get more languages.

Silver Crusade

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RicoTheBold wrote:
Tiene wrote:
Someone mentioned a tongue attack for the frog-based animal totem barbarian. What sorts of abilities do the animal totem barbarians get? Does the frog totem get an improved jump or other cool stuff as well? The idea of a green-skinned half-orc frog barbarian fighting like a chimera from Fullmetal Alchemist or a mutant from TMNT suddenly sounds really fun.
** spoiler omitted **...

Is there anything bear related to help your Halfling Archer buddies?

Silver Crusade

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RicoTheBold wrote:
Voss wrote:

Huh. Just common for humans annoys me. Given how insular some ethnicities are in Golarion, the idea that you could come out of your farm/village/nomadic band not knowing Shoanti or Hallit (for example) is just bizarre.

Especially since Common -is- Taldane, and a lot of Golarion countries are real world expies. Unless they devote character resources to it, the not!Egyptian monk, not!Romanian priest and not!French firebrand all only speak English. :(

Doesn't help characterization or authenticity at all.

I think it's a nod to how fundamentally broken it would be to have a character not speak Common as a baseline. This is something that would be perfectly fine to houserule if it bugs you, but it's not like it's hard to get more languages.

I feel like this was brought up and addressed in the playtest, it's possibly in the LOG where the actual ethnicities are.


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Iron_Matt17 wrote:

Thanks for all the info guys...

Have any of the class abilities changed since the Playtest? As in, getting certain abilities earlier or later? As far as I have seen they have only ADDED more abilities. For example, the Champion got only Armored Fortitude at level 7. Now it sounds like they've tweaked Armored Fort by adding Armour specialization to it and also throwing in Weapon Specialization on top of that! (I am by no means complaining...) ;^)

This is super broad...

Spoiler:
But yes. I've noticed some stuff here and there, particularly with proficiencies which are largely accelerated for any classes that didn't get more than trained before. A few class feats changed level here and there. Mostly the shifting around seems to be done on stuff that would be directly impacted by different math. There's very little that doesn't seem to have been very deliberately chosen from a "does this belong here" and "does this class get enough stuff here" perspective.


So, how the wands look? Are they cooler? Any wand that you liked?


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Rek Rollington wrote:
How many trained skills does each class get at first level?

Spoiler:
This is a little tricky, because some of them are embedded in class options that you have to pick; I might miss one or two of those, but they're mostly called out right on the main intro page for the class. Backgrounds grant some too (and Ancestries can), obviously.

- Alchemists get Crafting and 3+Int
- Barbarians get Athletics and 3+Int
- Bards get Occultism, Performance, and 4+Int, and muses muddy it a bit with either Bardic Lore, Performance giving you the ability to do other skill actions, or nothing
- Champions get Religion, one from a Deity, and 2 + Int
- Clerics get Religion, one from a Deity, and 2 + Int
- Druids get Nature, one from their order, and 2 + Int
- Fighters get Acrobatics OR Athletics, and 3 + Int
- Monks get 4 + Int
- Rangers get Nature, Survival, and 4 + Int
- Rogues get Stealth, one or more from their racket, and 7 + Int. (Ruffian gets Intimidation, Scoundrel gets Deception and Diplomacy, Thief gets Thievery). Also, they get a skill feat every single level, and a skill increase every single level (starting from 2nd). Soooo many skills.
- Sorcerers get one or more determined by their bloodline, and 2 + Int
- Wizards get Arcana and 2+ Int


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Arachnofiend wrote:
Is there a good way to make Unarmored martials viable when you aren't a Monk? Preferably something other than the Monk dedication but if that does it then I'd like to know that too.

Captain Morgan gave a pretty solid answer here, and I don't disagree with anything, but to add to that:

Spoiler:
Classes that get armor proficiencies seem to also get the same proficiencies for all lower levels of armor, including unarmored.
If you want a champion that runs around in Explorer's clothes, you'll still be able to reach Legendary proficiency at 17th level for the +8 AC and load it up with runes.


Does the feat Magical Striker (Wizard 4, lets them empower their next weapon strike on a round they cast a spell) still exist in any way, shape or form?

Has "Take 10" been brought back? What about Assurance?


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Pathfinder Roleplaying Game Superscriber
RicoTheBold wrote:
Personally, I'd find it nearly impossible to resist the Giant instinct, but I'm starting to talk myself into a frog or deer barbarian as a fun alternative.

Spoiler:
Dragon Instinct is pretty awesome, too - especially since with Mighty Rage you can breath weapon as part of the action of raging. If all you care about is doing as much damage as possible in a single turn, rage -> breath weapon -> furious finish at 12th level will get you a 12d6 breath weapon followed by an attack with a +18 elemental damage bonus.

You are then basically out of the fight unless you have a way to cure fatigue, but it's pretty cool. :)


Pathfinder Adventure Path Subscriber

Are there many changes to spells from the playtest? In particular, has the damage of (non-cantrip) blasting spells been changed much?

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

How does one acquire hero points?

Silver Crusade

MaxAstro wrote:
RicoTheBold wrote:
Personally, I'd find it nearly impossible to resist the Giant instinct, but I'm starting to talk myself into a frog or deer barbarian as a fun alternative.
** spoiler omitted **

With this and MC Sorcerer, can you make a passable Dragon Disciple, Draconic Bloodrager?


Yesterday's Hero wrote:

Does the feat Magical Striker (Wizard 4, lets them empower their next weapon strike on a round they cast a spell) still exist in any way, shape or form?

I saw this somewhere for the sorcerer, I assume the wizard also still has it. It now requires you to cast a non-cantrip spell first, then grants 1d6 damage for your strikes for the rest of your turn. The damage type depends on the school of your trigger spell - abjuration is force, necromancy is negative, evocation is the same as the type of spell you cast, etc.


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Seisho wrote:

What are the bracers if armor like? Can they ge runes?

And Cloudstep(cloudjump) sounds cool, what does it do (vague discription is enough :P)

Spoiler:

Bracers of Armor (and Explorer's Clothing)
Bracers of Armor give you an item bonus to AC and saving throws of +1/+2/+3, and have a max dex modifier of +5. They can't take runes (although they're effectively both fundamental armor runes for each level), but can take talismans as though they were light armor.

Initially I'm not sure why you'd ever take these over Explorer's Clothing + runes, which have the same Dex Cap. Technically Explorer's Clothing wouldn't take light armor talismans, so that's a narrow feature discrepancy, but they could take other runes that don't specifically require it to count as light, medium, or heavy armor (so antimagic, ethereal, glamered, and slick are still options).

Okay, Bracers are slightly cheaper than equivalent magic armor (450/4000/60000 instead of 500/4500/70000), so that's a pretty good reason. Also, a black pudding won't destroy bracers in a single hit like it would a set of clothes (assuming my understanding on how all that works is accurate, but this is a weird edge case in the rules, and I don't really want to get into it here).

Also, maybe you'd want them if you were a weird monster with like 20 tentacles and no tailor would make you a good set of clothes?

Cloud Jump
- Level 15 skill feat requiring Legendary in Athletics
- Triples long jump distances (for any given DC)
- High jump for un-tripled long jump distances (for any given DC)
- Can increase the number of actions you use when you high jump/long jump to add your Speed to the maximum distance you jump for each action (no mention of DC modification, so the math on this might be tricky; not sure without actually sitting down and doing it, especially with all the other jumping feats/options)


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Pathfinder Roleplaying Game Superscriber
0o0o0 O 0o0o0 wrote:
MaxAstro wrote:
RicoTheBold wrote:
Personally, I'd find it nearly impossible to resist the Giant instinct, but I'm starting to talk myself into a frog or deer barbarian as a fun alternative.
** spoiler omitted **
With this and MC Sorcerer, can you make a passable Dragon Disciple, Draconic Bloodrager?

Spoiler:
Very much so, in my opinion. I don't remember if you can get claws, but you can definitely do breath weapon and wings. Combined with a careful selection of Sorcerer spells and you are pretty solidly a Dragon Disciple.

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RicoTheBold wrote:
Also, maybe you'd want them if you were a weird monster with like 20 tentacles and no tailor would make you a good set of clothes?

The struggle is real.


RicoTheBold wrote:
Voss wrote:

Huh. Just common for humans annoys me. Given how insular some ethnicities are in Golarion, the idea that you could come out of your farm/village/nomadic band not knowing Shoanti or Hallit (for example) is just bizarre.

Especially since Common -is- Taldane, and a lot of Golarion countries are real world expies. Unless they devote character resources to it, the not!Egyptian monk, not!Romanian priest and not!French firebrand all only speak English. :(

Doesn't help characterization or authenticity at all.

I think it's a nod to how fundamentally broken it would be to have a character not speak Common as a baseline. This is something that would be perfectly fine to houserule if it bugs you, but it's not like it's hard to get more languages.

I get that. But Common and regional already covered that, and I doubt anyone thought of that as game breaking, especially since multiple languages is the default for nonhumans.

And while it is easy to get more languages (too easy, somewhat), at level 1, starting out from home, the only option is largely 'bump int,' which can be completely incompatible with the character created.

Its just strikes me as an unnecessary restriction that creates a problem, rather than solves one.


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I'm with Voss here, it seems really strange to give most ancestries their ancestral language except for humans.

In a lot of games languages, especially region dialects, aren't even going to be that big of a deal so it doesn't really seem like it accomplishes any balance goals either.


Are there any higher-level alchemical items? In the playtest, there were absolutely no new items other than poisons from level 4 to 19 (and the level 20 philosopher's stone and elixir of rejuvenation needed a feat to get them), and everything above level 10 were poisons, bombs, mutagens, poisons or elixirs of life.


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Squiggit wrote:

I'm with Voss here, it seems really strange to give most ancestries their ancestral language except for humans.

In a lot of games languages, especially region dialects, aren't even going to be that big of a deal so it doesn't really seem like it accomplishes any balance goals either.

I guess it is a matter of how likely it is that human PCs will have intelligence scores of 12+, or whether there are ways to get extra languages that don't get in the way of something more generally useful.


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Pathfinder Adventure Path Subscriber

The backgrounds in the Lost Omens books might give regional languages.


Is the Rogue feat "Battle Assessment" still in the rules?

If yes... are there rules on what info you normally get with knowledge rolls?


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Burge77710 wrote:

Okay, this might be a more open ended question and I understand if it get's no response. More of a general "What do you think?" sort of question.

That being said, I typically play the Ranger in my group and I couldn't help but feel underwhelmed by them during the playtest. Snares are okay but in a poor campaign (we never get much gold always silver) the cost for making them was too much and they were situational at best. The thing I liked the most was the Hunt target but only because it made my multi attacks better. Is hunt target still a thing and if so is it better?

Second, I ended up going to full Druid because of the wild shape abilities and enjoyed that quite a bit. So would it be more beneficial, in your opinion, to play Rangers as they are now or would I need to try muticlassing into something like a Druid to get more to work with?

Again way more open ended I know but I like sticking to what I know...I was about to play a multiclass wizard/fighter to just completely switch things up but I'd rather give my favorite class another shot.

First of all, I don't have my book in front of me, so this is off of memory.

Spoiler:
Regarding snares, if you take the class feat to craft them, you can craft X number of them as part of your "daily preparations." The wording is very similar to how alchemists make their allotted alchemical things, so I think those X snares are free every day (but can't remember for sure). I forget if their was wording about these "free" snares expiring at the end of the day or not. I think there's also a feat to make Y number of snares on the fly as 3 actions? And another feat at higher levels that cuts it down to 1 action?

Regarding Hunt Target, the two options to make your attacks better are still there. You can reduce your Multi-Attack Penalty to 0/-3/-6 (0/-2/-4 with an Agile weapon) with the Frenzy Hunter's Edge. If you choose the precision damage Hunter's Edge you do (IIRC) 1d8 precision damage through level 10, 2d8 through level 18, and 3d8 at level 19+. On your *first attack of every round*. If you really want to focus on being mobile and/or doing other things with your actions, like setting snares and sneaking around, you can go for the 1 attack/round thing. The precision damage probably goes really nicely with the Crossbow ranger feats--hit really really hard with your crossbow once a round and sneak around with your other two actions. There's a Ranger feat that lets you Reload + Stride/Step/Sneak as one action.

I can't remember off the top of my head if the make-two-attacks-with-one-action feats are usable as your first attack or if they have the Press trait (meaning you can only use them after using another Strike action), but assuming that they don't have Press, you could also use those with the Precision damage.

I've seen a few people post that Rangers can get the highest DPR of any class, but I haven't seen their math.

Personally I think Ranger looks really exciting and fun. Ranger and Druid both have class feats that let their animal companion do *something* without the PC having to spend an action--of course, those feats work *differently* from each other in a thematic way, which I think is very cool.


RicoTheBold wrote:
Seisho wrote:

What are the bracers if armor like? Can they ge runes?

And Cloudstep(cloudjump) sounds cool, what does it do (vague discription is enough :P)

** spoiler omitted **

Cloud jump is cool but I am disappointed by bracers, I would have thought they are there to be competetive without armor - and not beeing able to have runs seems like a really big drawback for everyone who wants to go without armor

Would have liked them as a blank item that can get the enhancements and a regular number of runes without drawbacks tbh


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Xenocrat wrote:
How has the aberrant bloodline changed since the Playtest? I don't recall any details on that at all, I'd appreciate info on focus powers, the bloodline ability, bonus spells.

Spoiler:
Aberrant Bloodline

Still occult, still has the same focus spells (by name, but they're all a little better), and the granted spells have been shifted some.

Blood Magic:
- Grants +2 status bonus to Will saving throws for 1 round

Granted spells:
- daze
- spider sting
- touch of idiocy
- vampiric touch
- confusion
- black tentacles
- feeblemind
- warp mind
- uncontrollable dance
- unfathomable song

Tentacular Limbs
- still a minute, down to 1 action to cast (nice), still lets you have 10' reach on melee touch attacks and unarmed strikes (but not melee weapons). When it's going, now also lets you add an action to casting a spell to add an extra 10' reach for touch spells (so 20' at level 1), and every two heightening levels that goes up another 10'.

Aberrant Whispers
- Now 1 to 3 actions, for a 5 foot emanation +5' for each extra action (emanation mostly replaces the word aura for spell area types to avoid confusing with say, detecting magical auras)
- Still lasts 1 round
- Still grants a will save to be unaffected/stupefied 2/confused
- Each target still gets temporary immunity regardless of their save, now one minute (replaces Bolstered)
- Heightened increases the starting radius by 5' every three heightening levels

Unusual Anatomy
- Still a minute, down to 1 action to cast (nice)
- Everything else is the same
- Darkvision
- 10 resistance to precision damage and resistance 10 to extra damage from critical hits
- Acid oozing from skin to do 2d6 acid damage to anyone hitting you with unarmed or non-reach melee weapon
- Heightening still increases resistance by 5 and acid damage by 1d6 every two heightening levels

My thoughts
- I kinda love all the bloodline abilities, and it totally makes sense for it to be Occult, but that's not my favorite spell list
- What I really want to recommend is playing a monk, multiclassing in for Tentacular Limbs, and being Dhalsim - but the Occult list doesn't have fire spells; it does have levitate and dimension door to float slightly and teleport short distances, though.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Seisho wrote:

Cloud jump is cool but I am disappointed by bracers, I would have thought they are there to be competetive without armor - and not beeing able to have runs seems like a really big drawback for everyone who wants to go without armor

Would have liked them as a blank item that can get the enhancements and a regular number of runes without drawbacks tbh

Spoiler:
Technically, they are. No one will ever be better off without taking either Bracers or Explorer's Clothing + runes, because the bonuses to AC and saves are important. The Max Dex is not a meaningful drawback, it's just part of the overall balancing. That cost savings over Explorer's Clothing is relevant if you're not looking at the handful of extra runes they could take, and you can still affix some talismans here and there for some effects.

For context, the absolute highest possible dex mod is +7, and that's starting at 18, putting a boost at 5/10/15/20 to get to 22 (at level 20), and using an Apex item (level 17 now, can still only have one) to get up to 24.
At most, you're talking about two or mayyyybe three levels where you can have a higher Dex. Mutagens don't even directly adjust ability scores anymore.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
citricking wrote:

What are the sorcerers first level class features? They had spell casting, bloodline, bloodline magic, the focus power, anything else?

Thank you

Spoiler:
That's basically it. Just ancestry & background stuff, and initial proficiencies.

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Bardic Dave wrote:
CyberMephit wrote:
Bardic Dave wrote:


This has been covered before. Yes, there is. Also, there's common sense (not to mention fashion sense!)
It only took a quick "fashion double boots" Google image search to make me very happy that there is an actual rule I can appeal to instead of either of those senses!
LOL! I just googled it; I don't know what I was expecting, but it definitely wasn't that! That is too funny!

As a GM, these may not be allowed at my table under the little-used "rule of uncool."


caps wrote:

Burge77710 wrote:

Okay, this might be a more open ended question and I understand if it get's no response. More of a general "What do you think?" sort of question.

That being said, I typically play the Ranger in my group and I couldn't help but feel underwhelmed by them during the playtest. Snares are okay but in a poor campaign (we never get much gold always silver) the cost for making them was too much and they were situational at best. The thing I liked the most was the Hunt target but only because it made my multi attacks better. Is hunt target still a thing and if so is it better?

Second, I ended up going to full Druid because of the wild shape abilities and enjoyed that quite a bit. So would it be more beneficial, in your opinion, to play Rangers as they are now or would I need to try muticlassing into something like a Druid to get more to work with?

Again way more open ended I know but I like sticking to what I know...I was about to play a multiclass wizard/fighter to just completely switch things up but I'd rather give my favorite class another shot.

First of all, I don't have my book in front of me, so this is off of memory.

Spoiler:

Thanks for explaining this a little better. If snares are handled this way that might make for a better Ranger Build for me. During the playtest it seemed a little on the expensive side...we just never felt the need to use them. And Hunt Target seems to have better versatility now then what I remember from the playtest. Might have to bust out a Dwarf Ranger for our next game session on the 8/10 using Pathfinder 2e but it's all about party balance so we'll see what gaps still need to be filled.

Thanks again!

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