I've got the Advanced Player's Guide and Lost Omens: Legends! AMA


Pathfinder Second Edition General Discussion

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Courtesy of my local game store in Montreal, Quebec (I won't say who in case that might get them in trouble), I've got physical copies of these two books!

Each poster gets one question -- try to keep it generally focused (no 'Give a description of all investigator feats' :-) ). I'll monitor this thread closely for the next few hours. Ask away!


Favorite Archetype and why?


What is the Legends entry with the most surprising art?


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Dansome wrote:
Favorite Archetype and why?

It's a toss up between Linguist (I'm a translator, so their abilities speak to me on a personal level. They also remind me of Peter Dinklage's character in a favourite sci-fi series from about 10 years ago called Threshold) and Marshal (I'm playing a fighter in Age of Ashes, and he's a *perfect* fit for that archetype).

Dark Archive

Does Legends contain any Player options or is it just setting/GM stuff?


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Saedar wrote:
What is the Legends entry with the most surprising art?

That's easy: The first entry is for Queen Abrogail Thrune II of Cheliax, and it includes a section on infernal contracts. The opposite page is a full-page excerpt from just such an infernal contract (it starts with "Section 14.50.010.004..."); someone had a lot fun writing infernal legalese! :-)


I have the APG but not Legends...

So can you give me an Alchemist feat from Legends?


I know you said one per poster, but I'll try again. What's a cool orc feat?


So far, what is your favorite of the 4 new classes? Oracle, Witch, Investigator or Swashbuckler? And why?


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TiwazBlackhand wrote:
Does Legends contain any Player options or is it just setting/GM stuff?

There's about 30 assorted items and feats, about 6 spells (including a cantrip and a few focus spells), 3 deities, 2 archetypes, and 1 animal companion specialization chain. The vast majority are Rare, with one or two Uncommon and 1 Unique that I noticed (Blade of the Black Sovereign).


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Kyrone wrote:

I have the APG but not Legends...

So can you give me an Alchemist feat from Legends?

From the entry for Artokus Kirran, creator of the sun orchid elixir:

Wish Alchemy - Feat 20 - Rare, Alchemist
Once per day, use a batch of Advanced Alchemy to create a wish vial that enables you to cast a single common arcane spell of 8th level or lower. The spell must have a casting time of 3 actions or less, cannot have a Cost, and must be able to target you.


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beowulf99 wrote:
So far, what is your favorite of the 4 new classes? Oracle, Witch, Investigator or Swashbuckler? And why?

Probably the witch. It's basically the prepared version of sorcerers. Versatile, capable, with an extra "oomf" provided by their hex spells and familiar abilities.


Dansome wrote:
I know you said one per poster, but I'll try again. What's a cool orc feat?

I'll allow it since this thread is not as active as I expected. :-)

Spell Devourer -- Feat 13 -- Orc
Prerequisite: Pervasive Superstition
"You don't just resist magic, you devour it." You gain 2 temporary HP per spell level when you successfully save against a spell or magical effect. The temp HP last until the end of your next turn.


What's your favorite new monk Ki power and why? And if you're feeling generous, what's your favorite non-Ki monk feat and why?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Legends contains feats? Any new level 1 feats?


dpb123 wrote:
What's your favorite new monk Ki power and why? And if you're feeling generous, what's your favorite non-Ki monk feat and why?

The Medusa's Wrath and Ki Form ki powers have already been spoiled, so that leaves...

Clinging Shadows Initiate -- Feat 8 -- Monk
Prerequisites: ki spells
You gain the Clinging Shadows Stance ki spell, which enables your Strikes to deal 1d4 negative damage with the agile, grapple, reach(!) and unarmed traits. You also gain a +2 Athletics to Grapple, and to the DC to Escape from your grasp. All of these effects last until you leave the stance.
(There's a follow-up 7th-level ki spell called Shadow's Web that enables you to project a shadowy web).

Shooting Stars Stance [1 action] -- Feat 2 -- Monk, Stance
Prerequisite: Monastic Weaponry
Use your monk feats or abilities with shurikens.


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VestOfHolding wrote:
Legends contains feats? Any new level 1 feats?

I just counted, and there are 17 new feats in the book, but a single one for level 1. From the entry for Kassi Aziril, the Mother of Modern Medicine now operating under the protection of the Rahadoumi government:

Medical Researcher -- Feat 1 -- Rare, General, Skill
Prerequisites: Trained in Medicine
You can use Medicine instead of Crafting to create healer's kits, vaccines*, addiction suppressants*, antidotes, antiplagues, elixirs of life, and other nonmagical healing items.

* New items described in her entry.

Verdant Wheel

You are so generous!

Going to essentially "wish for more wishes" here, with a single compound question: What does a 1st-level, 18 Intelligence Investigator with the Alchemical Studies Methodology get?

1) How many Formula's in their Formula Book?
2) Chosen from Bombs, Elixirs, Mutagens, Poisons, and Tools?
3) Is it basically the same mechanic as Infused Reagents + Advanced Alchemy + Quick Alchemy?
4) How many Infused Reagents per day to start?

Cheers.


Would it be too much to ask who all is in Legends?

Failing that; is there anyone from Arcadia or Numeria in it?


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rainzax wrote:

You are so generous!

Going to essentially "wish for more wishes" here, with a single compound question: What does a 1st-level, 18 Intelligence Investigator with the Alchemical Studies Methodology get?

Last one for a little while, because I have to prepare dinner.

Methodology - Alchemical Sciences
- Trained in Crafting and gain the Alchemical Crafting skill feat.
- Gain a standard formula book for free with 2 extra formulas for common 1st-level alchemical elixirs or tools.
- Gain one formula for an alchemical elixir or tool every time you gain a level.
- No Advanced Alchemy equivalent.
- Get [Int mod] versatile vials during daily preparations.
- Quick Tincture [1 action] to turn a versatile vial into an alchemical elixir or tool.
- Alchemical Discoveries [Feat 4]: You learn 2 formulas instead of 1 when you level up, and you get a fixed number of extra versatile vials per day based on your Crafting proficiency (expert +1, master +2, legendary +3).
- There are 4 new elixirs and 8 new tools in this book.


Thanks for doing this!

A highly specific one for me; does the Poisoner archetype give you a way to scale poison DCs similar to how the Toxicologist Alchemist does?


A great service you are doing here!
What does taking the Witch multiclass give a character?


Can you tell us someting specific about the druid in APG. The revelations were vague. A new order or cool feat would do the trick. :)


coriolis wrote:
rainzax wrote:

You are so generous!

Going to essentially "wish for more wishes" here, with a single compound question: What does a 1st-level, 18 Intelligence Investigator with the Alchemical Studies Methodology get?

Last one for a little while, because I have to prepare dinner.

Methodology - Alchemical Sciences
- Trained in Crafting and gain the Alchemical Crafting skill feat.
- Gain a standard formula book for free with 2 extra formulas for common 1st-level alchemical elixirs or tools.
- Gain one formula for an alchemical elixir or tool every time you gain a level.
- No Advanced Alchemy equivalent.
- Get [Int mod] versatile vials during daily preparations.
- Quick Tincture [1 action] to turn a versatile vial into an alchemical elixir or tool.
- Alchemical Discoveries [Feat 4]: You learn 2 formulas instead of 1 when you level up, and you get a fixed number of extra versatile vials per day based on your Crafting proficiency (expert +1, master +2, legendary +3).
- There are 4 new elixirs and 8 new tools in this book.

Pretty much the same way it worked in the playtest. The only difference that I see is that the Legendary bonus for Alchemical Discoveries went from +4 to +3.

Scarab Sages

Is there an archetype that let's you get the Mount ability on something other than a horse?


And I'm back!

keftiu wrote:

Would it be too much to ask who all is in Legends?

Failing that; is there anyone from Arcadia or Numeria in it?

There are 43 entries in the book, so that would be a bit long. Some of the names that caught my eye: Queen Abrogail Thrune II (as already mentioned), Baba Yaga (with witch patron stats), Geb and Nex, Old-Mage Jatembe, the Licktoad Goblins, Razmir, Tar-Baphon and Tessa Fairwind.

Most of the characters are based in Avistan, but there's 2-3 from Tian Xia and 2-3 from Garund. No one from Arcadia, but 2 from Numeria: Kevoth-Kul, the Black Sovereign (featuring stats for his sword and for the sovereign steel material); and Khismar Crookchar, the gnome drug dealer behind the drug Hype (3 different variations of the drug are detailed).


What options do Aasimar get for their ancestral feats? I'd much appreciate a general overview.


Xasper wrote:

Thanks for doing this!

A highly specific one for me; does the Poisoner archetype give you a way to scale poison DCs similar to how the Toxicologist Alchemist does?

No, that seems to be strictly reserved for the toxicology research field. On the other hand, they're in the top rankings in terms of number of feats in their archetype, since they get access to all the Poison Weapon and related feats from the CRB, as well as the poison feats from the toxicologist in this book (all delayed by 2 levels, i.e. Poison Weapon is a level 6 feat for them).

They have 4 feats that are exclusive, including this fun one:

Poisoner's Twist [1 action] -- Feat 4 -- Archetype
Prerequisites: Poisoner Dedication, trained in Medicine
Requirements: Your last action was a successful melee Strike that dealt damage against a target afflicted by poison, and you know which poison
You take advantage of your knowledge of anatomy and poisons to deal 1d6 Strike damage and 1d6 poison damage (2d6 of each type at 18th level) to the target.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Could I ask what traits the witch nails feat has? Are the nails finesse, agile, etc


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The Ronyon wrote:

A great service you are doing here!

What does taking the Witch multiclass give a character?

Witch Dedication -- Feat 2 -- Archetype, Dedication, Multiclass

Prerequisites: Intelligence 14
- Get a patron and trained in its tradition and skill
- Get a familiar with 2 common cantrips of your tradition
- Familiar has one less ability than normal
- Prepare one cantrip per day
- Key spellcasting ability is Intelligence

The rest of the feats are all the usual for casters (Basic/Expert/Master Spellcasting; Breadth to increase number of spell slots; and Basic/Advanced Witchcraft to get witch feats). Basic Witchcraft also gives you back your familiar ability.


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Aghost wrote:
Can you tell us someting specific about the druid in APG. The revelations were vague. A new order or cool feat would do the trick. :)

Druids only get 10 new class feats. Among those that stand out to me:

- Verdant Weapon (1): Transform your weapon into a seed (effectively, a reusable feather token).
- Elemental Summons (4): Spend 10 minutes to swap a prepared spell with a summon elemental of the same level.
- Leshy Familiar Secrets (leaf 4): Get access to 3 familiar abilities exclusive to leshies.
- Reactive Transformation (14, Wild Shape and other appropriate Shape feat): Shapechange as a reaction when exposed to a certain trigger (aerial form if you fall 10 feet, dragon form when you take energy damage, etc.)
- Sow Spell (14, metamagic): "Plants" a spell into the ground that can sprout as a reaction when a creature approaches.

Verdant Wheel

You said One question - I know - so of course I can't be upset if you ignore this one:

1) Ancestral Touch (1st)
2) Ancestral Defense (3rd)
3) Ancestral Form (6th)

What are the mechanics of the above Oracle (Ancestors) Focus Spells?


Angel Hunter D wrote:
Is there an archetype that let's you get the Mount ability on something other than a horse?

Cavalier Dedication says that you have to pick "an animal companion with the mount special ability, as well as any additional options from your pledge, as determined by your GM".

The pledge is towards any organization that has edicts and anathemas (druidic order or deity). If the organization doesn't have those, you should work with your GM to create them.


Angel Hunter D wrote:
Is there an archetype that let's you get the Mount ability on something other than a horse?

What Coriolis said. Unfortunately, if you want the Mount trait, you gotta ride a horse, monitor lizards, or the riding drake.


I think you missed my previous request, so I'll ask again:

Could I please get an overview of the Aasimar ancestral feats?


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TheGentlemanDM wrote:
What options do Aasimar get for their ancestral feats? I'd much appreciate a general overview.

They get 19 ancestry feats. Some highlights:

- Lineages at level 1: Choose whether you're descended from angels (trained in Society, Multilingual, and learn Celestial), archons (+1 vs emotion, success becomes a critical success) or azatas (+1 to Escape, critical failure becomes a failure and success becomes a critical success).
- Halo (1): Permanent light on you that you can suppress with an action.
- Blessed Blood (5): Deal 1d6 good damage when bitten by a fiend or undead, and you get a +4 to Craft holy water using your blood as the ingredient.
- Empyreal Blessing (5): Bless once a day.
- Lineage magic at level 9: innate 2nd-level spells based on your lineage, each once a day (humanoid form and remove fear for angels; continual flame and shield other for archons; glitterdust and remove paralysis for azatas).
- Celestial Wings (9): Gain a Fly speed for 10 minutes once per day.
- Summon Celestial Kin (13): 5th-level summon celestial based on your lineage, once per day.
- Eternal Wings (17): Your Celestial Wings become permanent.


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rainzax wrote:

You said One question - I know - so of course I can't be upset if you ignore this one:

1) Ancestral Touch (1st)
2) Ancestral Defense (3rd)
3) Ancestral Form (6th)

What are the mechanics of the above Oracle (Ancestors) Focus Spells?

Ancestral Touch: Touch spell, 1 living creature, Will save. 1 Action.

1d4 mental damage, with Frightened 1 on a failure and Frightened 2 on a critical failure.

Ancestral Defense: Reaction, trigger is you're about to roll a Will save.
Re-roll the Will save and take the better result. If you're fighting, you immediately switch your ancestor.

Ancestral Form:
2 Actions, sustained for 1 minute.
You're invisible. You get resistance 10 to all damage (except ghost touch). You double the resistance with non-magical attacks and precision damage. You can Fly, and flying upward is not difficult terrain. You can't phase through solid objects, but you can float through tiny gaps. You're unable to Cast a Spell, but you can Sustain. You also cannot activate magic items or use any actions with the Attack or Manipulate traits.


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Gaulin wrote:
Could I ask what traits the witch nails feat has? Are the nails finesse, agile, etc

Eldritch Nails -- Feat 4

- Gain a nails attack that deals 1d6 slashing damage (brawling group, agile, unarmed).
- You can etch runes on your nails with the same restrictions as handwraps (effects of runes only apply to your nails and not any other unarmed attack).
- You can deliver hexes through nails Strikes (non-cantrip hex, casting time of 2 actions or more, doesn't require a spell attack roll).


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TheGentlemanDM wrote:

I think you missed my previous request, so I'll ask again:

Could I please get an overview of the Aasimar ancestral feats?

There was just a lot to type and format. ;-)


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Ezekieru wrote:
Ancestral Touch... [snip]

Thanks for pitching in!


Is Monastic Archery a single feat or are there a bunch of feats for archery support for monks?

Scarab Sages

Ezekieru wrote:
Angel Hunter D wrote:
Is there an archetype that let's you get the Mount ability on something other than a horse?
What Coriolis said. Unfortunately, if you want the Mount trait, you gotta ride a horse, monitor lizards, or the riding drake.

:( so sad, I may never ride again in pathfinder


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PossibleCabbage wrote:
Is Monastic Archery a single feat or are there a bunch of feats for archery support for monks?

Monastic Archery is a stance that lets you use bows well, and lets you use your usual monk abilities and monk attacks if you're within the first half of your first range increment.

There's a few other feats that require you are in the Monastic Archery Stance. 4 specific to the stance, one more for Flurry of Blows using a ranged piercing weapon, and 1 more for any stance.


PossibleCabbage wrote:
Is Monastic Archery a single feat or are there a bunch of feats for archery support for monks?

- Monastic Archer Stance (1): You become trained in longbows, shortbows and bows with the monk trait when you get this feat; increasing to expert or master with Expert Strikes and Master Strikes. You can use Flurry of Blows with your bow. You can use other monk feats and abilities when the target is within the first half of your range increment.

- Return Fire (6): When you successfully Deflect an Arrow while in your stance, you can immediately snatch it and do a ranged bow Strike with it.
- Pinning Fire (8): If you Flurry of Blows with your bow and both attacks hit, as a free action, the target must do a Reflex save vs your class DC or become immobilized (Athletics DC 10 to remove arrows).
- Focused Shot (12): [1 action] Make a ranged weapon Strike within your first range increment; ignore concealed condition and all cover.
- Triangle Shot (18): [2 actions] Make three ranged Strikes on a single target with your current MAP -2. Combine damage. Counts as two attacks for MAP. If all three hit, target takes 3d6 persistent bleed damage. You can apply Stunning Fist to these strikes.


I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.


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Gisher wrote:
I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.

No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.

The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:

Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.


Ezekieru wrote:
Gisher wrote:
I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.

No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.

The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:

Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.

That's really interesting. It's Monk-lite. It'll be fun to see how this might work with a Rogue. Thanks!


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Gisher wrote:
I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.

- Martial Artist Dedication (2): No prerequisites. Deal 1d6 with your fist unarmed attacks. No -2 penalty for lethal attacks with nonlethal unarmed attacks. Automatically apply your expert or better weapon proficiency to your unarmed attacks.

- Access to Brawling Focus and the basic Stance feats at 4th level, and the stances' special attacks 2 levels after monks.
- Three exclusive feats.
- Follow-Up Strike (6): [1 action] When you miss with an unarmed Strike, make another one at the same MAP.
- Grievous Blow (8): [2 actions] Make an unarmed melee Strike that deals two extra damage dice (three at 18th level). Counts as two attacks for MAP. Ignore physical resistance equal to your level.
- Path of Iron (14): [3 actions] Once per minute, Stride without triggering reactions, and make up to three unarmed melee Strikes at any point during your movement. MAP only increases after all three attacks.


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Going to bed. I'll check in regularly tomorrow.


I heard the Beastmaster can have multiple Animal Companions. Is there a way to have multiple Familiars? And is it possible to give more than 2 actions to your Familiar the same way Companion's Cry gives 3 actions to your Animal Companion? Is there a way to give free actions to your Familiar the same way Mature Animal Companion gives free actions to your Animal Companion?

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