Youtuber Pathfinder Remaster previews compilation


Pathfinder Second Edition General Discussion

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Looks like I was wrong but as usual people on a forum have to be unnecessarily jerkish about it.


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Destructo Disk Slashing Gust requires at least one hand free. Two hands if you want to cast against two targets.

But that is specific to that spell.


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Blave wrote:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

this makes those spells SOO much better. the 5 ft was painful. Cast and one action latter and you are now filling the whole room. mega-boost for a level 1 divine spell!


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Kekkres wrote:
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.

Is it though? If you take the armor proficiency general feat so you can wear better armor, this way you don't have to switch back to lighter armor once the proficiency given by your class outpaces it.

You're still going to be behind at level 19 if your chassis gives the master proficiency there, but this is a lot more usable. I've done the "start with the armor proficiency feat knowing I'm going to retrain out of it once I can afford more dex" too many times.


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Kekkres wrote:
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.

Why? They weren't gonna let people cross the martial/caster proficiency divide with a feat. That was never going to be on the table. BUUUUT, now casters can scale martial weapons and heavier armors without them being traps


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PossibleCabbage wrote:
Kekkres wrote:
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.

Is it though? If you take the armor proficiency general feat so you can wear better armor, this way you don't have to switch back to lighter armor once the proficiency given by your class outpaces it.

You're still going to be behind at level 19 if your chassis gives the master proficiency there, but this is a lot more usable. I've done the "start with the armor proficiency feat knowing I'm going to retrain out of it once I can afford more dex" too many times.

Yeah I'm really happy to see those for casters. Caster AC is abominable, and this means that all my PCs don't have to take sentinel or champion archetype to not die horribly when a boss monster sneezes on them.


Pathfinder Lost Omens, Rulebook Subscriber
WWHsmackdown wrote:
Kekkres wrote:
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.
Why? They weren't gonna let people cross the martial/caster proficiency divide with a feat. That was never going to be on the table. BUUUUT, now casters can scale martial weapons and heavier armors without them being traps

it is perfectly serviceable for casters, however for martials they now get two more levels of functionality where they can use the weapon they want to be using before it becomes useless again. they should have tied weapon proficiency to unarmed, and armor proficiency to unarmored so that it scales at the users normal rate.

Edit: I just want to be able to use a nodachi without being either a fighter or a tengu, this does nothing to help how incredibly narrow access to advanced weapons is.

Scarab Sages

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Blave wrote:

Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

Do Bane & Bless move with the caster by RAW? I was never very clear on that.


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Pathfinder Rulebook Subscriber
Kekkres wrote:
WWHsmackdown wrote:
Kekkres wrote:
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.
Why? They weren't gonna let people cross the martial/caster proficiency divide with a feat. That was never going to be on the table. BUUUUT, now casters can scale martial weapons and heavier armors without them being traps
it is perfectly serviceable for casters, however for martials they now get two more levels of functionality where they can use the weapon they want to be using before it becomes useless again. they should have tied weapon proficiency to unarmed, and armor proficiency to unarmored so that it scales at the users normal rate.

Let's keep in mind that with bespoke weapon lists gone it looks like martials like the rogue won't need this feat if they want to use a spiked chain. The only weapons that are in an awkward spot now are advanced weapons, and I don't think Paizo was ready to pull the trigger on the power creep of replacing every longsword with a falcatta.


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NECR0G1ANT wrote:
Blave wrote:

Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

Do Bane & Bless move with the caster by RAW? I was never very clear on that.

I haven't seen anything on this, but the latest Foundry PF2 update turned them into an aura and it was mentioned that this was based on some information they got from paizo.


Another one, this time for wizards from BadLuckGamer. Wizard fans, have fun. It's...not exactly unexpected...but I wish it had been a bit more.

Here


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

RollforCombat gives the "Pathfinder Remaster Bard First Look with Pathfinder 2e Co-Author Mark Seifter" in one hour from my current moment in time, found here.

Ten Times Ten goes over "Versatile Heritages in the NEW REMASTERED PLAYER CORE RULEBOOK | Pathfinder 2E", found here.

Calliope, would you mind naming the Youtuber who you are linking to in your link posts? I think it's a good idea to give some free advertisement to the smaller channels as well.


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magnuskn wrote:

RollforCombat gives the "Pathfinder Remaster Bard First Look with Pathfinder 2e Co-Author Mark Seifter" in one hour from my current moment in time, found here.

Ten Times Ten goes over "Versatile Heritages in the NEW REMASTERED PLAYER CORE RULEBOOK | Pathfinder 2E", found here.

Calliope, would you mind naming the Youtuber who you are linking to in your link posts? I think it's a good idea to give some free advertisement to the smaller channels as well.

Oh, good call. Yep.


NECR0G1ANT wrote:
Blave wrote:

Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

Do Bane & Bless move with the caster by RAW? I was never very clear on that.

Both are Emanations. Emanation states that "An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions." Player Core pg 428. Same as CRB.

Also Bless has starting 15ft, Bane is only 10ft. Both allow for 10ft expansion per round with an action.


Captain Morgan wrote:
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.)

For sure, it is amazing value as a familiar ability. Just saying that flying creatures don't fall out of the sky because a character doesn't have independent or have not commanded them.

That feels like a malicious reading of the rules where the minion trait alone makes it clear minions aren't total remote control drones.

I REALLY want to see how they handle form spells, I am pretty confident in their intent as is currently but boy howdy are those threads the longest and most persisting I remember from the first two years.

I am kinda sad detect magic and read aura aren't merged, I really wanted them to be a single cantrip.


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The Gleeful Grognard wrote:

Just saying that flying creatures don't fall out of the sky because a character doesn't have independent or have not commanded them.

That feels like a malicious reading of the rules where the minion trait alone makes it clear minions aren't total remote control drones.

I REALLY want to see how they handle form spells, I am pretty confident in their intent as is currently but boy howdy are those threads the longest and most persisting I remember from the first two years.

For me it was the three or four threads about what Minion/familiars are able to do out of combat or if they are not given commands.

Such as a familiar falling out of the sky if flying and not commanded. Or having it be an exhausting custom activity to have both a Druid and their Animal Companion move down a hallway.


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Twiddling my thumbs waiting for AMAs to drop


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Pathfinder Rulebook Subscriber

No time for requests, but here's some stuff:

Divine Lance is 2d4, but also gets a range of 60 feet. So pack Needle Darts for your main damage and Divine Lance

Weapon Surge is now a scaling amount of spirit damage.

Electric arc is indeed 2d4 as expected, otherwise it is pretty much the same.

Chain Lightning is unchanged (oh hey Calliope5431)

Lots of nice little hex buffs, but I haven't caught them all. Shroud of Darkness now works on anything without greater darkvision.

Pretty sure the reflavored tattoo familiar lets your patron abilities still work, if not the higher level feats, so there's an easy way to keep it alive if you don't mind keeping close to the fray yourself. There might be a viable melee witch build for fortune and night that stack penalties on adjacent enemies.

You can use familiar abilities to add a variety of traits like plant or dragon. Construct looks like the only one with inherit benefits because of the huge immunity list. Also seems like you can use that to do the object familiar.

Inventor is now a second level feat, which is fine because formulas don't really matter anymore for common item. Though with GM permission this lets you invent uncommon or rare formulas.

New 7th level break curse skill feat lets you use Occultism or Religion to counteract curses as an 8 hour activity. Nice caster replacement.

Verdant Wheel

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More


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Pathfinder Rulebook Subscriber

Mutagens are not in GM core while most other alchemical item categories have at least minor representation, so presumably they are getting another look with how they interact with the alchemist class in player core 2.


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Thanks for the quick hits! Break Curse sounds great.

Anyone willing to share how Holy/Unholy runes work now? Do they work differently for sanctified vs. unsanctified PCs?


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Captain Morgan wrote:

No time for requests, but here's some stuff:

Divine Lance is 2d4, but also gets a range of 60 feet. So pack Needle Darts for your main damage and Divine Lance

Weapon Surge is now a scaling amount of spirit damage.

Electric arc is indeed 2d4 as expected, otherwise it is pretty much the same.

Chain Lightning is unchanged (oh hey Calliope5431)

Lots of nice little hex buffs, but I haven't caught them all. Shroud of Darkness now works on anything without greater darkvision.

Pretty sure the reflavored tattoo familiar lets your patron abilities still work, if not the higher level feats, so there's an easy way to keep it alive if you don't mind keeping close to the fray yourself. There might be a viable melee witch build for fortune and night that stack penalties on adjacent enemies.

You can use familiar abilities to add a variety of traits like plant or dragon. Construct looks like the only one with inherit benefits because of the huge immunity list. Also seems like you can use that to do the object familiar.

Inventor is now a second level feat, which is fine because formulas don't really matter anymore for common item. Though with GM permission this lets you invent uncommon or rare formulas.

New 7th level break curse skill feat lets you use Occultism or Religion to counteract curses as an 8 hour activity. Nice caster replacement.

Oh my God, I love that skill feat so damn much. Holy shit. Thank you for sharing


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Littimer wrote:

Thanks for the quick hits! Break Curse sounds great.

Anyone willing to share how Holy/Unholy runes work now? Do they work differently for sanctified vs. unsanctified PCs?

Someone on discord said they deal 1d4 spirit damage, which increases to 2d4 and holy/unholy if you attack a target with the opposite trait.


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Pathfinder Rulebook Subscriber

Gouging Claw is 2d6 damage plus 2 persistent damage. Each heightening adds half that.

Telekinetic Projectile is 2d6. No buffs I can spot, but not shocking given it was a pretty versatile damage already and 2d6 isn't much worse than 1d6+4.

The lack of effort that went into reworking the school staves is kind of hilarious to me, though I have not combed through them yet in detail. I guess that shows how much spell schools really mattered.


Blave wrote:
Littimer wrote:

Thanks for the quick hits! Break Curse sounds great.

Anyone willing to share how Holy/Unholy runes work now? Do they work differently for sanctified vs. unsanctified PCs?

Someone on discord said they deal 1d4 spirit damage, which increases to 2d4 and holy/unholy if you attack a target with the opposite trait.

Thank you! To clarify, does that 2d4 mechanic works only for those PCs with the Holy/Unholy trait, or does it work for anyone since the rune itself is Holy/Unholy?


Captain Morgan wrote:


Chain Lightning is unchanged (oh hey Calliope5431)

Woo! Thanks!

(And yeah blasting is doing great under the remaster, sounds like!)


Littimer wrote:
Blave wrote:
Littimer wrote:

Thanks for the quick hits! Break Curse sounds great.

Anyone willing to share how Holy/Unholy runes work now? Do they work differently for sanctified vs. unsanctified PCs?

Someone on discord said they deal 1d4 spirit damage, which increases to 2d4 and holy/unholy if you attack a target with the opposite trait.
Thank you! To clarify, does that 2d4 mechanic works only for those PCs with the Holy/Unholy trait, or does it work for anyone since the rune itself is Holy/Unholy?

No idea, sorry. As I said that's just something I saw on discord. Don't have the books myself.


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Pathfinder Rulebook Subscriber

Ooooh, new Astral Rune at level 8, is ghost touch plus 1d6 spirit damage. It also can't hurt possessed creatures and can evict the possessing spirit on a crit. Love this.

Also, I am realizing how much I love the spell school not cluttering up the trait lists on items.

Ghost Touch works on any weapon now!


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Captain Morgan wrote:
Ghost Touch works on any weapon now!

Does it let you hit incorporeal creatures with Strength-based attacks yet? Alternatively is Strike exempted from that restriction?


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Pathfinder Rulebook Subscriber

The holy and unholy runes work the same regardless of the traits of the wielder. But they still inflict enfeebled 2 if you have the opposite trait.

I think I am understanding the holy and unholy traits a little better. It is looking like fiends and undead will mostly have the unholy trait and therefore be susceptible to many similar things. We will see what their weaknesses look like!


Oh, anyone have eyes on the Brilliant weapon rune?


Are ranger companions still advanced at 6 and 10? Are strength companions still balanced by less AC?


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Pathfinder Rulebook Subscriber

God sanctification stuff! I am surprised at how many neutral gods allow both holy and unholy (I only spotted Gozreh and Pharasma not allowing it) and how few good gods actually require holy.

Also a little surprised how little text there is around how you are sanctified as a cleric and alternate options to becoming so. As I expected, the cleric dedication provides it, so I expect that will be a popular dip if you really want to hurt fiends.


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Pathfinder Rulebook Subscriber
Littimer wrote:
Oh, anyone have eyes on the Brilliant weapon rune?

It functions essentially exactly the same.


Captain Morgan wrote:

God sanctification stuff! I am surprised at how many neutral gods allow both holy and unholy (I only spotted Gozreh and Pharasma not allowing it) and how few good gods actually require holy.

Also a little surprised how little text there is around how you are sanctified as a cleric and alternate options to becoming so. As I expected, the cleric dedication provides it, so I expect that will be a popular dip if you really want to hurt fiends.

Great to hear re: Brilliant. I was a little concerned it would get altered with the Sanctification stuff.

For Pharasma, this is a huge question for our Pharasmin priest player: Does Pharasma allow Holy since Undead are Unholy, or neither because True Neutral?


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Pathfinder Rulebook Subscriber

SPIRITUAL ARMAMENT now uses any weapon you're wearing or wielding, does 2d8 base damage, and can basically deal any physical damage OR spirit damage. And it has the sanctified trait. Definitely seeing a pattern here with the fate of force effects on the divine list.


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Pathfinder Rulebook Subscriber

Dominate and Fly are divine now, woah.


Captain Morgan wrote:
Dominate and Fly are divine now, woah.

Now that's how you lift someone's spirit (and the rest of their body with it)


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Sibelius Eos Owm wrote:
Captain Morgan wrote:
Dominate and Fly are divine now, woah.
Now that's how you lift someone's spirit (and the rest of their body with it)

Cleric is making out like a bandit between spells, font, and sanctification lol


Pathfinder Rulebook Subscriber
Littimer wrote:
Captain Morgan wrote:

God sanctification stuff! I am surprised at how many neutral gods allow both holy and unholy (I only spotted Gozreh and Pharasma not allowing it) and how few good gods actually require holy.

Also a little surprised how little text there is around how you are sanctified as a cleric and alternate options to becoming so. As I expected, the cleric dedication provides it, so I expect that will be a popular dip if you really want to hurt fiends.

Great to hear re: Brilliant. I was a little concerned it would get altered with the Sanctification stuff.

For Pharasma, this is a huge question for our Pharasmin priest player: Does Pharasma allow Holy since Undead are Unholy, or neither because True Neutral?

No sanctification on Pharasma.


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Pathfinder Rulebook Subscriber

Loving the new spell casting flavor. "As a witch, when you cast
spells, your incantations might rhyme, your gestures
might be as simple as an ominous pointing finger or a
complex folk sign, and your familiar might even echo
your words or movements slightly as your patron’s
magic surges."


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Pathfinder Rulebook Subscriber

Lots of fun little spell buffs, like the subtle trait on suggestion or shadowblast getting an extra d8.


Captain Morgan wrote:
You can use familiar abilities to add a variety of traits like plant or dragon. Construct looks like the only one with inherit benefits because of the huge immunity list. **Also seems like you can use that to do the object familiar.**

Come again for big cheese? Like…we can have an ACTUAL object familiar without being Baba Yaga?

If so, oh gosh, Starless Shadow Witches + Invisible Item when you got those annoying night-vision goggle enemies.

Edit: I also heard the Wilding Word flavor text. Holy hell I love it.


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Pathfinder Rulebook Subscriber

To set expectations, I'm not going to be looking closely enough at the minutia of the rules to tell if ghost touch now technically works with strength based strikes the way we all know it does, nor am I going to run the numbers on the different animal companion progression + barding options to see how they compare. If it can't be answered with a quick CTRL+F, you're on your own. :D


Pathfinder Rulebook Subscriber
Tunu40 wrote:
Captain Morgan wrote:
You can use familiar abilities to add a variety of traits like plant or dragon. Construct looks like the only one with inherit benefits because of the huge immunity list. **Also seems like you can use that to do the object familiar.**

Come again for big cheese? Like…we can have an ACTUAL object familiar without being Baba Yaga?

If so, oh gosh, Starless Shadow Witches + Invisible Item when you got those annoying night-vision goggle enemies.

Edit: I also heard the Wilding Word flavor text. Holy hell I love it.

To clarify, I do not see anything that works like the Baba Yaga option of animating an object explicitly. But if constructs can include things like animated silverware swarms and your familiar can be a construct, I don't see why your familiar can't be a spoon. It literally gets all the same mechanical immunities as a spoon.


Ah understood! Thank you!

I was hoping maybe we might’ve seen a Celestial/Fiend familiar ability, but it’s fine if it’s not there.

I just really like that the traits are an official thing!


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Hmm.. I wonder if my Witch whose familiar is an malevolent hat with eyes and fangs (sometimes wings or spider legs) that hates him could have a different Patron now. Since Lost Omens: Legends is very low on the list of "needs errata" pre-remaster books.

Verdant Wheel

Ruffian Racket.

What happened?


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Pathfinder Rulebook Subscriber
rainzax wrote:

Ruffian Racket.

What happened?

Nothing of real interest, I think, but I am not going to compare the minutia of the old version to the new version. You can sneak attack with any simple weapon up to a d8 or a martial weapon up to a d6, but I don't think that really moves the needle.

Verdant Wheel

"martial weapon" is new!

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