Treasure vault sneak peaks.


Pathfinder Second Edition General Discussion

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It is kinda funny that they soft patched the investigators damage with coffee.


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ottdmk wrote:
20) The Flamethrower is an interesting quasi-Focus ability. Not sure it's good enough to be Rare though.

That's the point- "Rare" doesn't mean "better". It just means rare. Golarion and most fantasy settings don't have alchemists wandering around with a couple of pre-loaded flamethrowers, so they have the expectation set that it's probably not available and in-setting it isn't well-known or standard.


Has someone transcribed this Flamethrower yet? I haven't had the focus for a video.


Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
Has someone transcribed this Flamethrower yet? I haven't had the focus for a video.

Sure, I've transcribed it. Gonna put it under spoilers in case someone wants to stay in the dark about it.

Treasure Vault Spoiler for Alchemist's Flamethrower:
Alchemist's Flamethrower
Item 2
Traits: Rare, Alchemical, Fire
Price 35 gp
Usage held in two hands; Bulk 1

This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower.

Activate (Two-Actions) Interact (fire); Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage.

- Lesser Alchemist's Fire: The flamethrower deals 1d8 fire damage (DC 15 basic Reflex save) in a 30-foot line. 1 persistent fire damage.

- Moderate Alchemist's Fire: The flamethrower deals 2d8 fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 persistent fire damage.

- Greater Alchemist's Fire: The flamethrower deals 6d8 fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 persistent fire damage.

- Major Alchemist's Fire: The flamethrower deals 10d8 fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 persistent fire damage.


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Pathfinder Rulebook Subscriber

Thoughts:

Flamethrower:
A little strange that it does less damage than a regular alchemist's fire at 1 and 3 , but then jumps up to doing significantly more at 11 and 17.

It being a once per combat ability is something I'm not a huge fan of regardless. Just in terms of mechanical niches I feel like alchemists (especially non-bombers) could have benefitted a lot more from an alternative to a weapon, rather than something you just use and then drop on the floor. At least that's what I was hoping for.

Ah well, guess I'm less bummed about it being rare now


Squiggit wrote:

Thoughts:

** spoiler omitted **

thoughts spoiler:
IMO, it fills the same niche as the backpack weapons [ballista/catapult] in guns and gears, except better as it's not a weapon.

Squiggit wrote:

Thoughts:

** spoiler omitted **

Spoiler:
Of something I'm sure, In my games I'm going to change it so it applies the persistent on normal failures. Makes it sound less underwhelming.

QuidEst wrote:
ottdmk wrote:
20) The Flamethrower is an interesting quasi-Focus ability. Not sure it's good enough to be Rare though.
That's the point- "Rare" doesn't mean "better". It just means rare. Golarion and most fantasy settings don't have alchemists wandering around with a couple of pre-loaded flamethrowers, so they have the expectation set that it's probably not available and in-setting it isn't well-known or standard.

Except, you know, all the obviously good spells that are uncommon or rare. Or some nice skill feats like paragon medicine. Or items like energy mutagen.

It might not always mean "better" but it happens often enough that the expectation is there.

Radiant Oath

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gesalt wrote:


It might not always mean "better" but it happens often enough that the expectation is there.

But there's also a lot of Common options that are better than the things you listed- if all Medicine Feats were Common and level 1 I'd still be taking Continual Recovery and Ward Medic before I took Paragon Battle Medicine. As a Master level Skill Feat Paragon Battle Medicine doesn't feel like it's out of line with Terrifying Retreat or Kip Up as situational feat that can save your ass when it comes up.

Of course there are good options that are Rare. That doesn't mean they're good because they're Rare.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arachnofiend wrote:
I think that's because it serves as a stealth errata to fix the damage exploit.

What damage exploit?


ottdmk wrote:
15) Choker-Arm Mutagen is different. Been talking about it on Discord... might be good for Spellcasters. Reach on Touch spells? Reach for Battle Medicine? That sort of thing.

I think it's meant for Chirurgeon. You now can deliver Elixirs at reach. Unfortunately, I find that before level 11 the reach gain is not big enough. But at higher level, you can stand in the middle of the party with a Valet Familiar and deliver 2 Elixirs/Mutagens per round. I'm not sure it's especially funny but at least it's a pure Chirurgeon gameplay.

I'm wondering how a Chirurgeon on a Large Mount with Choker-Arm Mutagen would work... One free move per round, 10+ft. reach on a Large creature, you can deliver Elixirs in a crazy area.


Pathfinder Rulebook Subscriber
Ravingdork wrote:
Arachnofiend wrote:
I think that's because it serves as a stealth errata to fix the damage exploit.
What damage exploit?

Exploit is probably too strong of a word because it's just how the ability is written. More like maybe not thought out all the way?

But you can dismiss the mutagen to do damage based on the remaining duration for the greater and major versions. The damage you get if you drink and then immediately end the mutagen is rather high at that level considering how many elixirs an alchemist can make in a day.


18d6 aoe with level 17 item for 22 time per day are nice

but alchemist have so many other elixir they need to create

and powerful alchemist only work with quick alchemy

so pre made mutagen doesn't get high enough dc


Really Dicey previewed the new crafting rules, I think the feat will be common in my group's campaigns.
https://www.youtube.com/watch?v=2ag67vKch6g


Squiggit wrote:
Ravingdork wrote:
Arachnofiend wrote:
I think that's because it serves as a stealth errata to fix the damage exploit.
What damage exploit?

Exploit is probably too strong of a word because it's just how the ability is written. More like maybe not thought out all the way?

But you can dismiss the mutagen to do damage based on the remaining duration for the greater and major versions. The damage you get if you drink and then immediately end the mutagen is rather high at that level considering how many elixirs an alchemist can make in a day.

Oh no, exploit is the correct word. As written, there were alchemist builds that could do orders of magnitude higher damage with those elixirs than 10th level spells. Specifically, Persistent Mutagen at 16 makes it last until your next daily preparations. (12d6 per hour on a greater, 18d6 on major. Being able to deal a few hundred d6 of damage is a bit much)

And that's before you reach the question of "so how many dice do I roll if I have infinite duration?" raised by Eternal Elixir.


I wish Really Dicey had been as thorough as Nonat1s was. Obviously, "rush the setup" is a mechanic under the alternate rules that the (RARE?!?!?!?) Quick Setup skill feat interacts with. However, not many details on how rush the setup works.

Re: Energy Mutagen: The 30' Cone explosion tops out at 12d6 for Major Energy Mutagen, not 18d6. The DC is oddly low. Base Class DC for an Alchemist @ 11th level is 30, assuming max Int. The Mutagen's DC is 25. Similarly, for Major @ 17th the Alchemist will likely have a class DC of 38, and the Mutagen's DC is 32. Not very good.

Edited to add: I just looked up the Plaguestone Energy Mutagen. Same DCs. Go figure.

I'm glad that it's workable though, as I gotta admit a Mutagenist using Fury Cocktail and Energy Mutagen is a pretty decent combination starting from L13 onwards.


ottdmk wrote:
I wish Really Dicey had been as thorough as Nonat1s was. Obviously, "rush the setup" is a mechanic under the alternate rules that the (RARE?!?!?!?) Quick Setup skill feat interacts with. However, not many details on how rush the setup works.

Paizo probably does fine or even well with one chapter revealed in its entirety (otherwise NoNat1 wouldn't keep getting stuff to show freely), but if the whole book is shown, I gotta imagine that'd be pretty costly to sales.


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QuidEst wrote:
ottdmk wrote:
I wish Really Dicey had been as thorough as Nonat1s was. Obviously, "rush the setup" is a mechanic under the alternate rules that the (RARE?!?!?!?) Quick Setup skill feat interacts with. However, not many details on how rush the setup works.
Paizo probably does fine or even well with one chapter revealed in its entirety (otherwise NoNat1 wouldn't keep getting stuff to show freely), but if the whole book is shown, I gotta imagine that'd be pretty costly to sales.

I'd agree with you if it weren't for the fact that this is all rules content, not lore content, and will hence end up on Archives of Nethys in short order after publication.


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ottdmk wrote:
QuidEst wrote:
ottdmk wrote:
I wish Really Dicey had been as thorough as Nonat1s was. Obviously, "rush the setup" is a mechanic under the alternate rules that the (RARE?!?!?!?) Quick Setup skill feat interacts with. However, not many details on how rush the setup works.
Paizo probably does fine or even well with one chapter revealed in its entirety (otherwise NoNat1 wouldn't keep getting stuff to show freely), but if the whole book is shown, I gotta imagine that'd be pretty costly to sales.
I'd agree with you if it weren't for the fact that this is all rules content, not lore content, and will hence end up on Archives of Nethys in short order after publication.

And putting it on Archives on Nethys a month before anyone can buy it would also be bad for business, yeah.


Well, I'm no marketing expert. And I do strongly believe there's a real difference to having the content scattered through several video channels as opposed to having it all dropped at once in a searchable forum like Nethys. Given the business model I've always believed that folks buying the books (as I do myself) do so for other reasons than simply having the rules. But, considering whom you've got favoriting your post, I'll just mark your point as well taken and leave it at that.


Pathfinder Starfinder Roleplaying Game Subscriber

I must have missed fury cocktail as I was fast forwarding and pausing nonats video, and I don't see it in the reddit thread. What does it do?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Gaulin wrote:
I must have missed fury cocktail as I was fast forwarding and pausing nonats video, and I don't see it in the reddit thread. What does it do?

It's like a bestial mutagen but applies to all melee attacks. There is a secondary "flavor" that adds things like unarmed attacks, energy resistances, physical resistances, and so on.


So yeah, Fury Cocktail... only available starting at Moderate Tier and at -1 level compared to Bestial or Quicksilver (ie Moderate @ 4th, Greater @ 12th, Major @ 18th.)

The reason you may have missed it is that it's in the Alchemical Foods section, not the Elixirs section.

+1 Item Bonus over Weapon Potency runes, as usual for a Mutagen, and comes in six different flavours, each inspired by one of the Barbarian Instincts. Most give DR, but Titanic Fury instead gives you Reach and Animalistic gives you an Unarmed (your choice between d6 Jaws and d4 Agile Claws) that is in the Brawling Group.

And it's very much like Bestial in that the Drawback is identical: -1 AC and -2 Penalty to Reflex Saves.

I think I like it a bit better than War Blood Mutagen, which I find a bit bland, but waiting until 4th for your combat Mutagen and the 1-level-behind scaling is rough.

Paizo Employee Design Manager

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Xethik wrote:
Gaulin wrote:
I must have missed fury cocktail as I was fast forwarding and pausing nonats video, and I don't see it in the reddit thread. What does it do?
It's like a bestial mutagen but applies to all melee attacks. There is a secondary "flavor" that adds things like unarmed attacks, energy resistances, physical resistances, and so on.

The cocktail-style items (fury cocktail, insight coffee, soothing toddy, warding punch, etc.) were something we put in the game to favor people with Quick Alchemy options, as well, since the secondary element is added at the time the cocktail is made. Means that the characters who can whip it up on the fly have even more flexibility and options at any given time than the folks who have to plan ahead.


Pathfinder Starfinder Roleplaying Game Subscriber

That sounds pretty cool, thank you all for the responses


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Michael Sayre wrote:
Xethik wrote:
Gaulin wrote:
I must have missed fury cocktail as I was fast forwarding and pausing nonats video, and I don't see it in the reddit thread. What does it do?
It's like a bestial mutagen but applies to all melee attacks. There is a secondary "flavor" that adds things like unarmed attacks, energy resistances, physical resistances, and so on.
The cocktail-style items (fury cocktail, insight coffee, soothing toddy, warding punch, etc.) were something we put in the game to favor people with Quick Alchemy options, as well, since the secondary element is added at the time the cocktail is made. Means that the characters who can whip it up on the fly have even more flexibility and options at any given time than the folks who have to plan ahead.

I appreciate that sort of design being included! And even for the people who prep ahead of time, it's nice getting a few different options all rolled into one recipe.


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Presumably the rarity comes from the fact that those feata are tied to a variant mechanic. Just like true names are.


Need to know more about story based crafting


I'm a little sad that the sticky-lite magic item doesn't work with calculated/expanded splash.

(at least according to my reading)

the feats read as they trigger the moment you throw the bomb, IF the bomb has splash damage.

the item seems to use base splash value and removes the splash from the bombs.

So if a bomber decides to use those, he actually loses quite a bit of damage.

As an example, a greater alchemist fire would go from doing 3d8+8 splash +3 persistent to 3d8+6 persistent, losing the 5 bonus from intelligence.

So, if you are losing 5 damage to get 3 persistent damage, the only actual payoff seems to be if the persistent sticks for 3+ rounds. At 2 rounds it's a wash (which is a net loss since damage now>damage later)

Unless the intent was that calculated/expanded splash to work with it though, in which case a dev input would be greatly appreciated.


shroudb wrote:

I'm a little sad that the sticky-lite magic item doesn't work with calculated/expanded splash.

(at least according to my reading)

the feats read as they trigger the moment you throw the bomb, IF the bomb has splash damage.

the item seems to use base splash value and removes the splash from the bombs.

So if a bomber decides to use those, he actually loses quite a bit of damage.

As an example, a greater alchemist fire would go from doing 3d8+8 splash +3 persistent to 3d8+6 persistent, losing the 5 bonus from intelligence.

So, if you are losing 5 damage to get 3 persistent damage, the only actual payoff seems to be if the persistent sticks for 3+ rounds. At 2 rounds it's a wash (which is a net loss since damage now>damage later)

Unless the intent was that calculated/expanded splash to work with it though, in which case a dev input would be greatly appreciated.

I read that item as being for non alchemists to get a friendly fire checker, since alchemists get Perpetual Infusions + sticky bomb. We do have the gunglinger granting advanced alchemy for bombs, and allows for alchemists to give their non alchemist friends some bombs they can lob without fear of splashing teammates. Personally, I would absolutely give my martial teammate some bomb with a sticky splash for weakness exploiting; especially like a ranger who can quick draw them

Dark Archive

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Knights of Last Call just dropped more sneak peaks!

So many great items! Finally some advanced weapons worth the hoop jumping!

My top picks are:

- Falcata (1D8/1H/Advanced Sword, 1D12 Fatal). This is a common weapon in taldor so it should be compatible with unconventional weaponry if we're permitting setting lore to rule the day even if its 1e lore. All hail the falcata fighters!

- Dwarvern Dorn-Dergar (1D10/2H/Advanced Flail, Dwarf, Reach, Razing). 2H 1D10 reach flail. Great! Crushing/Fearsome runes will make this thing sing!

- Sansetukon (1D8/2H/Martial Flail, Monk, Backswing, Disarm, Parry). A 1D8 monk flail weapon! Jalmeri heavenseeker fighters with fearsome/crushing runes lets go (yes the revised archetype from impossible lands)!

- Gakgung (1D6/1H+/100ft/Martial Bow, Monk, Propulsive, Deadly D8). Much better for monastic archer stance bow monks since flurry only works to half the first range increment (i.e., trade deadly d10 on comp shortbow for deadly d8 and get to flurry within 50ft!). Also, possibly a great fighter into Jalmeri Heavenseeker ranged build option (yes the revised archetype from impossible lands).

- Barricade Buster (1D10/2H/40ft/Clip Size 8/Advanced Firearm, Kickback, Orc, Razing, Repeating Volley 20ft). Strap this to a fighter, grab Point Blank Stance L1, Ranger L2 (Hunt Prey removes penalties for first 2 range increments), now you have a 80ft gattling gun (double that with Farshot from ranger at L8)!

- Gauntlet Bow (1D4/1H/60ft/Martial Bow (counts as crossbow), capacity 4, free hand, parry). Gunslinger now has a more reliable way to trigger the L2 Fakeout feat (one of their best feats fyi) and still keep their main gun unloaded between rounds to allow for risky reload as your first action each turn. Arguably this is going to be better on 1H gun builds or the new triggerbrand combination weapon builds, but could also be great for dips into gunslinger for fakeout. Also useful for pistol twirling!

- Sukgung (1D8/1H/200ft/Reload 1/Martial Bow (counts as crossbow), Fatal Aim 1D12). What? This is a 200ft 1H crossbow version of the jezail? Very cool.

- Blessed Reformer - Too many things to type out but its a really cool concept built into the weapon here.

- Advancing Weapon Rune - If your last action brought an enemy to 0 you get a free action move (speed depends on level of the rune). Really cool concept to get you across the battlefield. Probably better to let the enemy waste their action moving to you then taking a MAP-5/-10 attack, but it doesn't force you to move towards an enemy so this will be an ultimate skirmish rune for folks with fast movement speeds.

- Library Robes (or inscribe trait in general) - Great for casters to get a free L5 or lower spell added to their day. Some of the daily scroll feats will make some of these inscribed items (armour/shields) more useful and fun to have some resource free scrolls 'always handy'

- Fortress Shield (+3/+4 Shield like a tower shield, -10ft speed penalty, need 14 STR or don't use this thing). So -10 ft it pretty bad but classes with speed boosts don't care (e.g., swashbucklers/monks). STR Based Kobold monk could be using the new stat array changes can have a 18 starting STR, go dragon disciple at L2, get scales of the dragon at L4 for max AC and be using his action economy boosters to flurry/raise shield. Great stuff! Basically better than a champion with shield at L4-L6, and on par forever more.


I'd started a thread There are bows with the monk trait in Treasure Vault! I'd have put it here is I'd remembered this thread.


not gonna lie, pretty underwhelmed by the armaments chapter. The falcata is as cool as it is advanced, the advancing rune is the best thing in the capter probably but the rest could have been quite a bit better. I mean, the swarming rune is just a joke. 2 actions to inflict up to 8 (16 on a very unlikely crit fail) damage? Really?


I like all the ranged weapons. Kinda bummed that there's only one new firearm though. One note about the shield bow is why not just have a standard shortbow and a buckler? Same capabilities. Rotary bow is better than I was expecting. Gauntlet bow I think just replaces bucklers since it's free hand and it has the parry trait. Pretty handy.


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Scrubbed through the whole Knights of the Last Call video, and there's some awesome stuff in there!

-A whole MOUNTAIN of Asian weapons of all sorts, with my favorite mechanically being the Sukgung, a Korean crossbow.
-Two different kinds of Haida and Tlingit wood armor, given a place in the setting with the related Erutaki and Varki peoples. These suits are *gorgeous* IRL, and are really fun to have in fantasy.
-Yet more awesome magitech firearms out of Arcadia, with both the Arcane Empires and Kaldemash mentioned, as well as 'spark guns.' The Solar Shellflower is one of the coolest items in the game. I'm not quite sure about one thing - are these different from the 'skymetal guns' mentioned in G&G?

More toys for eventual Arcadian and Tian campaigns can only be a good thing!


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The Sukgung being common is really nice too if you like firearms but don't have access to them. That range is crazy compared to its counterpart with the jezail. I guess concussive is highly valued.

Dark Archive

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gesalt wrote:
QuidEst wrote:
ottdmk wrote:
20) The Flamethrower is an interesting quasi-Focus ability. Not sure it's good enough to be Rare though.
That's the point- "Rare" doesn't mean "better". It just means rare. Golarion and most fantasy settings don't have alchemists wandering around with a couple of pre-loaded flamethrowers, so they have the expectation set that it's probably not available and in-setting it isn't well-known or standard.

Except, you know, all the obviously good spells that are uncommon or rare. Or some nice skill feats like paragon medicine. Or items like energy mutagen.

It might not always mean "better" but it happens often enough that the expectation is there.

Part of that is because ALL options introduced in APs are uncommon by default and AP content pretty often seems to have power creep or at least breaks design guidelines(I think because they are meant to be cool reward specifically in this campaign they are introduced in).

So its less that uncommon/rare is inherently better and more than AP content is almost always powerful.


Boomerang is crazy for a thrown weapon. 60 feet makes it a shortbow. Instant best ranged thaumaturge option. Makes the rotary bow a little less shiny in comparison.

Dark Archive

I do realize that I do think lot of TRPG youtubers have incomplete takes for first impressions x'D Like them being like "this would be better if it was x" when x would conflict with other things making it less useful


Guess we have 2 types of chakri now, huh.

I like some of the new weapons, specially the ranged ones. Both the monk bow and the monk bow/staff are amazing additions to the game and the new gun looks amazing as long as you can get Point Blank shot. The jezail-like crossbow is also pretty good as an alternative for those who don't like guns but want to play gunslinger.

I also love the armor rune that gets around lesser cover from allies. In most games I played, we didn't have enough money to fill the property armor rune slots at mid to high levels (due to expending it on some other stuff). Now I can just gift these if I'm playing a ranged martial since they cost nothing once you hit level 11 or so.

Dark Archive

Red Griffyn wrote:

Knights of Last Call just dropped more sneak peaks!

So many great items! Finally some advanced weapons worth the hoop jumping!

Chain Sword looks super spicy! Finesse, Reach and Sweep on a 1 hander are all pretty cool traits to stack on each other. I can see my Thaum's taking the fighting dedication in the future to grab Advanced Training for it.

I also love inscribed armour. I'm a big scroll guy, so more scroll-like options make me happy. And Library robes! Amazing!


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Lots and lots of cool items in those chapters. Absolutely agreed on the advanced weapons finally having a bit of variety that is actually worth taking. Some cool runes are always great and were much needed, especially for armour. Also, we got a first glimpse at "regular" magic guns. Cool stuff (despite being "just" specific magic items) and I really appreciate changing the name to "spark guns". The star guns / star metal guns thing was weird.

I really hope one of the remaining sections also introduces ways specific magic items relevant (especially the flood of static DCs) or like half or more of the specific magic items might as well not exist. Really one of 2e few glaring issues.

-

Edit: Btw, if anyone from Paizo reads this - for specific magic weapons that are based on a regular weapon (e.g. "this +1 striking flintlock musket..."), is the base weapon considered when balancing the item?


That Razing trait going to bring up the "But Strike says you can only attack creatures!" nonsense again.


does doubling ring blazon of shared power blade ally runic impression work with specific magic weapon

that change viability of some weapon drastically

but best solution would still be figure out how to upgrade item with gm using build item rule in gmg


25speedforseaweedleshy wrote:

does doubling ring blazon of shared power blade ally runic impression work with specific magic weapon

that change viability of some weapon drastically

Blazons and doubling rings explicitly disallow specific magic weapons. Blade Ally works, but since it's just a straight upgrade even on a regular weapon, it doesn't change anything. Runic Impression works RAW, but somehow feels like it shouldn't.


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With volley now being present on one/two firearms, I'd really love for the Gunslinger to get Point-Blank Shot, so I don't have to homebrew it.

(Double post, but it really didn't fit the other conversation, sorry :/ )

Edit: Funny thing, I just noticed that the barricade buster should have 8 barrels around a central rod, but the picture looks like 7 barrels around the 8th XD


Guntermench wrote:
That Razing trait going to bring up the "But Strike says you can only attack creatures!" nonsense again.

Im glad for this because when I have monster break the landscape, my players often assume its just a hazard I planned in the encounter, when in reality, they can also break the landscape; it's just a thing that's available


Guntermench wrote:
That Razing trait going to bring up the "But Strike says you can only attack creatures!" nonsense again.

Again? It never left... It does specifically mention hazards, shields, vehicles and animated objects, all things that actually have ways to attack them in the rules.

Maybe we'll get lucky and here's a sidebar somewhere in there about attacking normal objects.

PS: On runes, coating is a good rune for toxicologists and witches[holds 10 poisons or magic oils and can apply it hands free without an Interact] flurrying lets a monk no waste it's second flurry attack if the enemy dies on the first.


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Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
graystone wrote:
Guntermench wrote:
That Razing trait going to bring up the "But Strike says you can only attack creatures!" nonsense again.
Again? It never left...

And I hope people KEEP bringing it up until Paizo finally gives us some guidance on how to fill the giant gaping void in the rules.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Red Griffyn wrote:

Knights of Last Call just dropped more sneak peaks!

- Advancing Weapon Rune - If your last action brought an enemy to 0 you get a free action move (speed depends on level of the rune). Really cool concept to get you across the battlefield. Probably better to let the enemy waste their action moving to you then taking a MAP-5/-10 attack, but it doesn't force you to move towards an enemy so this will be an ultimate skirmish rune for folks with fast movement speeds.

I believe Advancing is a heavy armor rune, not a weapon rune. It's definitely fantastic!

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