Youtuber Pathfinder Remaster previews compilation


Pathfinder Second Edition General Discussion

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Well, the embargo is over (as Aaron already pointed a few days ago), since it's October 30th and the books have started shipping. So, I thought I'd create a compilation thread where links to all the previews from Youtubers can be collated.

Beginning today is Ronald the Rules Lawyer, with his "The 10 MOST IMPORTANT CHANGES in the Pathfinder 2e Remaster!" video, which can be found here.

Wisdom Check shows of the Remaster changes to the Witch in his "Remaster is HERE! Player Core Witch Changes" video, found here.

And not yet up, but going live in about two hours at this point in time, Roll for Combat does their first look in "Pathfinder Remaster First Look with Pathfinder 2e Co-Author Mark Seifter", found here.

I will update this thread with more links as they come in over the two following weeks.


NoNat1 has the full text of the Wizard feat Spell Protection Array (13:08 timestamp). It's disappointing, but not surprising.


Well, it's not completely terrible, at least. Might not be worth a feat, though.


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Blave wrote:
Well, it's not completely terrible, at least. Might not be worth a feat, though.

Glad to see that Ray of Enfeeblement is now halfway usable, that's a very nice buff for spellcasters. The fact that it inexplicably still has the Attack trait despite removing spell attack roll is hilarious but also probably unintended.

My main question now is "has Chain Lightning survived the remaster with its 8d12 damage intact?"


I'm more of a "does synesthesia still not have the incpacitation trait?" kinda guy, but the chain lightning question is good, too.


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Blave wrote:
I'm more of a "does synesthesia still not have the incpacitation trait?" kinda guy, but the chain lightning question is good, too.

One of those videos said that Synethesia is not in the book iirc.

Dark Archive

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Calliope5431 wrote:
Blave wrote:
Well, it's not completely terrible, at least. Might not be worth a feat, though.

Glad to see that Ray of Enfeeblement is now halfway usable, that's a very nice buff for spellcasters. The fact that it inexplicably still has the Attack trait despite removing spell attack roll is hilarious but also probably unintended.

The intention here could be that using Enfeeble still incurrs your MAP, so if you Enfeeble, you are getting that -5 on a any 3rd action attack you might have.

Just in case any Witches got uppity and thought their Witch Armaments meant they could actually attack with them.


Synesthesia not being in the core rule book is interesting. I wonder if it just has a new name


Old_Man_Robot wrote:
Calliope5431 wrote:
Blave wrote:
Well, it's not completely terrible, at least. Might not be worth a feat, though.

Glad to see that Ray of Enfeeblement is now halfway usable, that's a very nice buff for spellcasters. The fact that it inexplicably still has the Attack trait despite removing spell attack roll is hilarious but also probably unintended.

The intention here could be that using Enfeeble still incurrs your MAP, so if you Enfeeble, you are getting that -5 on a any 3rd action attack you might have.

Just in case any Witches got uppity and thought their Witch Armaments meant they could actually attack with them.

True - telekinetic maneuver has the trait as well, though that one is more excusable since it's literally a combat maneuver. Enfeeble isn't, hence it being sort of odd (especially since the old spell actually required an attack roll, making it more likely someone forgot to remove the trait in a database somewhere).

As for witches...honestly if they thought they ever should attack with Witch Armaments they deserve what they get. It's a purely flavor option and hysterically non-viable for a class with 6 hp per level, casting, no armor proficiency, and saves that could charitably be described as "anemic".


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Blave wrote:
I'm more of a "does synesthesia still not have the incpacitation trait?" kinda guy, but the chain lightning question is good, too.

I'm more of a "do Minions have defined length of time for following commands outside of combat?" and "are single action cost activities considered actions or activities?" kind of guy.


I just want strength animal companions to not die as easily as dex companions, I'd give up athletic maneuvers and damage bonuses to accommodate it

Dark Archive

Calliope5431 wrote:
Old_Man_Robot wrote:
Calliope5431 wrote:
Blave wrote:
Well, it's not completely terrible, at least. Might not be worth a feat, though.

Glad to see that Ray of Enfeeblement is now halfway usable, that's a very nice buff for spellcasters. The fact that it inexplicably still has the Attack trait despite removing spell attack roll is hilarious but also probably unintended.

The intention here could be that using Enfeeble still incurrs your MAP, so if you Enfeeble, you are getting that -5 on a any 3rd action attack you might have.

Just in case any Witches got uppity and thought their Witch Armaments meant they could actually attack with them.

True - telekinetic maneuver has the trait as well, though that one is more excusable since it's literally a combat maneuver. Enfeeble isn't, hence it being sort of odd (especially since the old spell actually required an attack roll, making it more likely someone forgot to remove the trait in a database somewhere).

As for witches...honestly if they thought they ever should attack with Witch Armaments they deserve what they get. It's a purely flavor option and hysterically non-viable for a class with 6 hp per level, casting, no armor proficiency, and saves that could charitably be described as "anemic".

Nah, its a new and updated option for a reason. Its there to be used. If its not, then shame on Paizo for wasting their own time.

Anyhow, a gameplay loop for the new Witch might look like:

1) Cast Enfeeble
2) They Succeed
3) You move into melee with the enfeebled target, get flanking.

Next round

4) You cast a hex which sustains / keeps enfeeble up (lets face, you're a Resentment Witch)
5) Attack in with your Witch armaments
6) Move out of melee.

Then keep doing this dance.


Old_Man_Robot wrote:
Calliope5431 wrote:
Old_Man_Robot wrote:
Calliope5431 wrote:
Blave wrote:
Well, it's not completely terrible, at least. Might not be worth a feat, though.

Glad to see that Ray of Enfeeblement is now halfway usable, that's a very nice buff for spellcasters. The fact that it inexplicably still has the Attack trait despite removing spell attack roll is hilarious but also probably unintended.

The intention here could be that using Enfeeble still incurrs your MAP, so if you Enfeeble, you are getting that -5 on a any 3rd action attack you might have.

Just in case any Witches got uppity and thought their Witch Armaments meant they could actually attack with them.

True - telekinetic maneuver has the trait as well, though that one is more excusable since it's literally a combat maneuver. Enfeeble isn't, hence it being sort of odd (especially since the old spell actually required an attack roll, making it more likely someone forgot to remove the trait in a database somewhere).

As for witches...honestly if they thought they ever should attack with Witch Armaments they deserve what they get. It's a purely flavor option and hysterically non-viable for a class with 6 hp per level, casting, no armor proficiency, and saves that could charitably be described as "anemic".

Nah, its a new and updated option for a reason. Its there to be used. If its not, then shame on Paizo for wasting their own time.

Anyhow, a gameplay loop for the new Witch might look like:

1) Cast Enfeeble
2) They Succeed
3) You move into melee with the enfeebled target, get flanking.

Next round

4) You cast a hex which sustains / keeps enfeeble up (lets face, you're a Resentment Witch)
5) Attack in with your Witch armaments
6) Move out of melee.

Then keep doing this dance.

Reading that attack routine made me cry lol

I guess we'll see if witch armaments are worth it - the previews that I've seen don't seem optimistic.


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Blave wrote:
I'm more of a "does synesthesia still not have the incpacitation trait?" kinda guy, but the chain lightning question is good, too.

Rules Lawyer at 3:22 "by the way, Synesthesia isn't in Player Core."

ikarinokami wrote:
Synesthesia not being in the core rule book is interesting. I wonder if it just has a new name

Naw, this is their permission for GMs to softly retire it if they want to ("Remastered content only at my table!"), but avoid outrage by directly nerfing it. Technically they have to let you use it in PFS, but that's only a problem at higher levels.


Xenocrat wrote:
Blave wrote:
I'm more of a "does synesthesia still not have the incpacitation trait?" kinda guy, but the chain lightning question is good, too.

Rules Lawyer at 3:22 "by the way, Synesthesia isn't in Player Core."

ikarinokami wrote:
Synesthesia not being in the core rule book is interesting. I wonder if it just has a new name
Naw, this is their permission for GMs to softly retire it if they want to ("Remastered content only at my table!"), but avoid outrage by directly nerfing it. Technically they have to let you use it in PFS, but that's only a problem at higher levels.

It's kinda inexcusably overtuned for what it is.

Or they'll just republish it in player core 2... but player core 1 is the book with bard and occult witch, so I doubt that.


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Old_Man_Robot wrote:

Anyhow, a gameplay loop for the new Witch might look like:

1) Cast Enfeeble
2) They Succeed
3) You move into melee with the enfeebled target, get flanking.

Next round...

Make Dying recovery check.


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Nonat1s shares "Brand New Feats for EVERY CLASS in Pathfinder 2e!", found here.

The NVNG Podcast presents "PATHFINDER 2E PLAYER CORE REMASTER | FIRST LOOK AND REVIEW!", found here.


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Bad Luck Gamer has a whole Witch Breakdown: spoiler alert, armament still is, uh, a thing. And no, the new Sympathetic Strike feat does not make up for you being dead the moment you walk into (or start casting) in melee.

Link

Tl;dr witches now have solid third actions due to spirit/stitch familiar, patron's presence, and patron's claim. Since all of those are 2-action familiar activities that are practically extra spells.

Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.


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I'd wish someone of the people having the book and doing videos would just show the Player Core 1 from the outside, I'd really like to know how thick the book is compared to an old Core Rulebook. Yes, I know it's 2/3rds of the page count, but I'm interested to see how it looks, visually.

+2 de Carisma gives his opinion about the revisions and an overview of the Remaster, found here. (Spanish video)


Calliope5431 wrote:

Bad Luck Gamer has a whole Witch Breakdown: spoiler alert, armament still is, uh, a thing. And no, the new Sympathetic Strike feat does not make up for you being dead the moment you walk into (or start casting) in melee.

Link

Tl;dr witches now have solid third actions due to spirit/stitch familiar, patron's presence, and patron's claim. Since all of those are 2-action familiar activities that are practically extra spells.

Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.

Did they mention any hex changes? I didn't spot them in the scrub through.

Sounds like witch familiars still resurrect the next morning, and if they are required for hexes you lose a lot of power once it dies. But if you can dictate your own rest schedule you can mitigate that.


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Calliope5431 wrote:


Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.

Offer not valid for 80% of witches playing Resentment patron, who need Phase Familiar to keep their buddy alive a little longer. (Conflicts with Patron's Puppet, I think?)


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Xenocrat wrote:
Calliope5431 wrote:


Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.
Offer not valid for 80% of witches playing Resentment patron, who need Phase Familiar to keep their buddy alive a little longer. (Conflicts with Patron's Puppet, I think?)

I believe they're both focus spells, but I could be wrong.

I think it sort of depends on how often your GM blows you up with AoE, and how aggressively they target familiars. Myself, I don't do it much because it feels like I'm literally kicking a puppy. Either way, Familiars do have dying levels, and it's generally common etiquette to not gut PCs (and pets) when they're down.

It's the same thing with animal companions. If the GM hates you, they'll throw you into a dungeon with a 2-day time limit, and focus-fire your animal companion to death, thus deleting your class features for a week. But, um. Maybe don't do that?

Honestly, given the (perhaps exaggerated) demise of synesthesia, Resentment is weaker anyway.


Xenocrat wrote:
Calliope5431 wrote:


Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.
Offer not valid for 80% of witches playing Resentment patron, who need Phase Familiar to keep their buddy alive a little longer. (Conflicts with Patron's Puppet, I think?)

Resentment also doesn't want to use their hex for turn at the beginning of the turn anyway (better to extend durations after casting your debuff spell), so a Witch going with Resentment has a couple reasons to go with Phase Familiar. On the opposite end, Patron's Puppet works especially well for Faith's Flame, since you only need to keep your familiar near some allies (giving extra distance).


Unless they got rid of Independent, I don't think Patron's Puppet will incredibly important until Spirit/Stich Familiar come online.


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Xenocrat wrote:
NoNat1 has the full text of the Wizard feat Spell Protection Array (13:08 timestamp). It's disappointing, but not surprising.

I think its a pretty solid take, especially if things like Dragon's Breath count.

The Exchange

The Witch is looking great and terrible. I love the cauldron and wand but the familiar stuff is painful. Couldn’t they have at least given them the Tough ability for free since they’re expected to be in combat? You’re going to be wasting slots on any protective spells for your familiar if you want it in the thick of things to use their cool abilities.

The Exchange

On second thought, I guess there’s nothing stopping a Witch from giving their familiar Lifelink every day and face tanking their familiar’s killing blows. Still feels like an odd oversight.


Eoni wrote:
On second thought, I guess there’s nothing stopping a Witch from giving their familiar Lifelink every day and face tanking their familiar’s killing blows. Still feels like an odd oversight.

...which life link is this? Which class/tradition/spell level?


The familiar ability.


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TheGentlemanDM wrote:
The familiar ability.

Thanks - there are a bunch of them and I couldn't dig it up. Yeah that's definitely a way to do it.

And hey it's not like the damage monsters use on your familiar is a real problem. It's still sponging damage like it's supposed to.


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magnuskn wrote:

I'd wish someone of the people having the book and doing videos would just show the Player Core 1 from the outside, I'd really like to know how thick the book is compared to an old Core Rulebook. Yes, I know it's 2/3rds of the page count, but I'm interested to see how it looks, visually.

+2 de Carisma gives his opinion about the revisions and an overview of the Remaster, found here. (Spanish video)

I imagine most don't have a physical copy but a pdf.


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H2Osw wrote:
magnuskn wrote:

I'd wish someone of the people having the book and doing videos would just show the Player Core 1 from the outside, I'd really like to know how thick the book is compared to an old Core Rulebook. Yes, I know it's 2/3rds of the page count, but I'm interested to see how it looks, visually.

+2 de Carisma gives his opinion about the revisions and an overview of the Remaster, found here. (Spanish video)

I imagine most don't have a physical copy but a pdf.

You know, I actually didn't even consider that and thought they all had received an advance physical copy.

The Sly Strategist shares his summary of "Pathfinder Society Remastered: Pathfinder 2E Character and PFS Guidelines!" with us, found here.


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Easiest low level way to keep your familiar alive is probably flight, as lots of enemies are melee only. Also helps it get into position and act as a scout.


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Captain Morgan wrote:
Easiest low level way to keep your familiar alive is probably flight,

Plus Independent. Falling out of the sky when not given commands isn't very fun or safe.


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Farien wrote:
Captain Morgan wrote:
Easiest low level way to keep your familiar alive is probably flight,
Plus Independent. Falling out of the sky when not given commands isn't very fun or safe.

Personally I wouldn't have required independent for that

"If given no commands, minions use no actions except to defend themselves or to escape obvious harm."

This suggests familiars aren't so brainless that they would drop out of the sky and take damage because they aren't commanded :p

Maybe that is too lenient of me, but RAW and RAI I would argue this.


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It is very much debatable. So something that will have to be worked out with the GM before trying it in-game.

RAW depends on which part of that sentence you focus on.

The Gleeful Grognard wrote:
"If given no commands, minions use no actions except to defend themselves or to escape obvious harm."
The Gleeful Grognard wrote:
"If given no commands, minions use no actions except to defend themselves or to escape obvious harm."

And RAI depends on how you feel about flying and why there is an action cost to stay in the air in the first place. If you consider needing to spend an action to stay flying as part of the balance of being able to stay out of danger from melee-only enemies while still being able to do your combat duties, then handwaving that away seems very much not RAI.

Also, all of the above is dependent on having no significant changes to these particular minion rules in the Remaster.


Calliope5431 wrote:
Xenocrat wrote:
Calliope5431 wrote:


Witch is A-okay at this point, especially since Patron's Puppet means you can sustain a hex, cast a spell, AND do one of the 2-action familiar activities.
Offer not valid for 80% of witches playing Resentment patron, who need Phase Familiar to keep their buddy alive a little longer. (Conflicts with Patron's Puppet, I think?)

I believe they're both focus spells, but I could be wrong.

My understanding is that you only get one of them as a choice at level 1. Perhaps you can pick up the second one later with a feat, but you probably don't want to.


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Rules Lawyer video got excerpt about remastered Recall Knowledge


The Gleeful Grognard wrote:
Farien wrote:
Captain Morgan wrote:
Easiest low level way to keep your familiar alive is probably flight,
Plus Independent. Falling out of the sky when not given commands isn't very fun or safe.

Personally I wouldn't have required independent for that

"If given no commands, minions use no actions except to defend themselves or to escape obvious harm."

This suggests familiars aren't so brainless that they would drop out of the sky and take damage because they aren't commanded :p

Maybe that is too lenient of me, but RAW and RAI I would argue this.

I think you want Independent anyway since you'll want to position your familiar for their powers while also moving yourself, hexing, casting, and the occasional Recall Knowledge. (Which is much cleaner now! Rules Lawyer shows the new text for the action.)


I love the new recall knowledge.

And personally I'd rule that familiars don't fall if you don't command them. Seems a little punitive.


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Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.
- The arcane Witch hex cantrip is one of the few hexes that still comes woth 1 minute immunity.
- Fighter has a low level flourish feat that allows him to stow any number of items, then draw up to two weapons, all for a single action.
- the subtle trait allows for spells to be cast without any noticeable components. The conceal spell feat can give subtle to any spell.

Also Mark mentioned in the RfC stream that the armor and weapon proficiency general feats now scale to expert at evels 13 and 11 respectively, i.e. at the levels casters become expert in weapons/armor.


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Ronald the Rules Lawyer gives an "Overview + HOW TO USE the Pathfinder Remaster books!", found here.

Phoebe Bane is surprised that "They Buffed WHAT in the New Pathfinder 2e Remaster?!?", found here.


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magnuskn wrote:

Ronald the Rules Lawyer gives an "Overview + HOW TO USE the Pathfinder Remaster books!", found here.

Phoebe Bane is surprised that "They Buffed WHAT in the New Pathfinder 2e Remaster?!?", found here.

Well fireball survived the remaster intact. As expected, really. And divine lance is indeed 2d4 no mods.


Blave wrote:

Some random spoilers I got from discord:

...
- Fighter has a low level flourish feat that allows him to stow any number of items, then draw up to two weapons, all for a single action.
...

Oh, that sounds fun.

Not only does my mind jump to Trick Magic Item, but any and all hand-held magical equipment can now be used as an opener w/o action penalty. While it doesn't help for opener-consumables, that Feat is definitely good enough as-is.

Moreover, that also nerfs Quick Draw and allows someone to possibly skip the Feat, as it can beat out Q D in the "use an opener, then commit" use-case.

Like with other Fighter Feats being also included in other classes, there's a real chance that Feat is also multi class.

Shame it's limited to drawing weapons, and not any items.
That would have actually given it a real use that did not compete directly with Quick Draw, as that Feat will still be better most of the time.


NoNat1s gives an overview of void/vitality and spirit damage, found here


Looks to me like we'll lose a little damage on cantrips. The fact we don't need 2 hands free while casting and being easier to fill our focus pools more than makes up for it. Casters got a nice boost in the Remaster.


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Garydee wrote:
Looks to me like we'll lose a little damage on cantrips. The fact we don't need 2 hands free while casting and being easier to fill our focus pools more than makes up for it. Casters got a nice boost in the Remaster.

Huh? You never even needed one hand free, unless the spell had marlterial or focus component, whoch both were somewhat rare.


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The number of people who never understood the somatic/material rules and thought they needed hands free pre-Remaster is boggling me as I see reactions to this stuff.

You never needed two hands free. Somatic components could be done with a two handed weapon in both hands. Material comonents needed a hand free, but only if you didn't have something from your class exempting you (magus, psychic, and sorcerer all have exemptions, cleric and wizard had feats) and material component spells were relatively rare.


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Blave wrote:
Also Mark mentioned in the RfC stream that the armor and weapon proficiency general feats now scale to expert at evels 13 and 11 respectively, i.e. at the levels casters become expert in weapons/armor.

Ugh, that is almost worse than them having done nothing.

Verdant Wheel

Ooh Disarm is a viable tactic now on a mere success!

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