Youtuber Pathfinder Remaster previews compilation


Pathfinder Second Edition General Discussion

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Ravingdork wrote:
roquepo wrote:
Blave wrote:
According to a kind person on Discord, Gang Up will now make enemies flanked for allies as well instead of just for the rogue.
I'm all in for this, but my lord someone at Paizo likes their rogues...

From the feat: This benefits your allies as well as you, but only if they’re flanking with you, not each other.

Looks to me like they still need to flank.

I think that means that 2 allies cannot benefit from Gang Up if the Rogue is not at melee range, not what you think it means.


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Gisher wrote:
The Raven Black wrote:

I think a Neutral deity does not care about Evil or Good, even extremes of it.

So I read it more as a "as long as you faithfully respect my edicts and anathemas, you can go play the game of Holy vs Unholy if you wish. I do not care one iota."

Or, perhaps, the sanctification rules help distinguish between different forms of neutrality.

For some deities, neutrality is about actively trying to maintain balance between good and evil. Giving their followers both sanctifications provides them with tools to actively try to restore such balance when it starts to tilt. Abadar, for example.

For other deities, neutrality is about staying out of the good/evil paradigm entirely so not granting any sanctifications would help keep their followers above that particular fray. Pharasma comes to mind.

This is very much not the place for it, so I'll keep it brief, but the idea of neutral, esp True Neutral, trying to maintain the balance of other alignments in the cosmos is for the major part, a D&Dism. There is one deity to my knowledge in all the lore who properly concerns itself with maintaining a balance between any two alignments much less good and evil, and that is the inscrutable Monad that presides over aeons.


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How It's Played is "Answering Your Questions About the Pathfinder Remaster!", found here.

Verdant Wheel

rainzax wrote:

Ruffian Racket.

What happened?

What about medium armor and critical specialization?

Any changes there?

(Already learned that Sneak Attack now can apply to martial / advanced weapons up to d6 in addition to simple weapons up to d8).


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I personally think that the racket that got the most powerful buff was scoundrel.

Free step every time you Feint is such a strong passive bonus for a racket that uses Feint so much.


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The Raven Black wrote:

I think a Neutral deity does not care about Evil or Good, even extremes of it.

So I read it more as a "as long as you faithfully respect my edicts and anathemas, you can go play the game of Holy vs Unholy if you wish. I do not care one iota."

The way I am choosing to interoperate the sanctifications is as sides in a conflict, the great cosmic war between the upper and lower planes.

Some gods who are not involved in this conflict do not mind if their servants take sides so long as they serve them first and foremost, while other gods demand that their servants abstain from taking a side in the conflict.
And for those gods Aligned with one of the two cosmic factions, there are those who demand that their servants align themselves to the same cause, while others are happy to give their followers the choice between joining or staying out of the conflict, but not the option to join the opposing side.


shroudb wrote:

I personally think that the racket that got the most powerful buff was scoundrel.

Free step every time you Feint is such a strong passive bonus for a racket that uses Feint so much.

Yesterday I thought of combining Scoundrel with a reach weapon, Overextendiong Feint and Tumbling opportunist from the acrobat dedication just to be really annoying. Need to put it together in pathbuilder and it isn't probably that great, but looks like something fun to play for a one-shot.


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Ronald the Rules Lawyer does a "DEEP DIVE into the REMASTERED CLERIC in Pathfinder 2e (feats, divine + domain spells!)", found here.

The Sly Strategist gives us a "GM Core Overview: The Remaster is Here!", found here.


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BadLuckGamer recites "All Changes to Fighter in Pathfinder 2es Remaster", found here.

Verdant Wheel

shroudb wrote:

I personally think that the racket that got the most powerful buff was scoundrel.

Free step every time you Feint is such a strong passive bonus for a racket that uses Feint so much.

Whoa.

Nice!


The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

Shadow Lodge

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Captain Morgan wrote:

The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

It's vaguely situational, but Deny Advantage doesn't prevent you from being off-guard when feinted like it does when flanked (unless that changed), so it can be worth feinting even if you are also moving into flanking.

I could also definitely see where you start in flank, but feint with the intention of moving out of flank if you succeed so that other people have room to move into flank on their turn. Sort of an alternate Gang Up.


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Captain Morgan wrote:

The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

there are a couple of options that enable ranged feint, things like Grovel and Pistol Twirl, that this would be an almost always free step per round.

secondly, it works great with things like Overextending feint which is alreayd part of the Scounder arsenal, since that' ad efensive use of feint rather than an offensive one. So, as an example, if you are already flanking, you can stab, stab, and then Overextend feint, giving the enemy attack penalties and moving away from him simultaneously (which in order to do before you would have to waste your second stab).

but even apart from that, a reach weapon, or even some sidestepping for free, is imo a significant upgrade for something that you either way will be doing.


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20SidedVentures tells us that in "Pathfinder 2e Remaster: Dont Fear the Reaper!", found here.

Roll For Combat gives us the "Pathfinder Remaster Fighter First Look with Pathfinder 2e Co-Author Mark Seifter", found here.


I got a question: does the remaster have any guidance on costs to upgrade item DCs or turn a lower tier of item into one of its higher tier equivalents? If not I guess I can just use the treasure vault rules of using magic items parts to help fund magic item crafting


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Wisdom Check explains "10 Important Changes in the Pathfinder 2e Remaster (excluding the Witch)", found here.

BadLuckGamer gives us "All Changes to Rogue in Pathfinder 2e's Remaster", found here.


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BadLuckGamer gives us "All Changes to Ranger in Pathfinder 2e's Remaster", found here.

Rordrik warns that "The Pathfinder Remaster is Deadly!", found here.

BadLuckGamer again, with "All Changes to Witche's Hexes in Pathfinder 2e's Remaster", found here.


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The Sly Strategist shares with us the "Things I like About the Remaster! There are some Great Additions to Pathfinder 2E!", found here.

RebelThenKing gives the "Pathfinder 2e Remaster - First Impressions", found here.


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Ronald The Rules Lawyer presents a "DEEP DIVE in the REMASTERED DRUID in Pathfinder 2e (feats, primal spell changes!)", found here.

Wisdom Check tells us about "10 Important CLASS Changes (Pathfinder 2e Remaster)", found here.

KingOogaTonTon explains the "Pathfinder 2e Remaster in 7 Minutes or Less", found here.

Roll For Combat dives into the "Pathfinder Remaster Ranger First Look with Pathfinder 2e Co-Author Mark Seifter", found here.


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Ronald The Rules Lawyer tells us about "The REMASTERED Rogue, Fighter, Ranger! Do fighters still rule and crossbows suck? (Rules Lawyer)", found here.

The Sly Strategist complains about "Things I Dislike about the Remaster! There are some Things that still need Work!", found here.

Roll for Combat presents the "Pathfinder Remaster Rogue First Look with Pathfinder 2e Co-Author Mark Seifter", found here.

Nonat1s seems afraid that "Pathfinder 2E is now the MOST LETHAL TTRPG", found here. Also forgets again to put "Remaster" in the video title, making his videos hard to find...


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Posting a bit earlier today, so the Roll For Combat video is only up in two hours, but I got stuff to do this evening.

WafflesMapleSyrup gives "Pathfinder: Remastered Edition - A Closer Look", found here.

NVNG Podcast looks through the "PATHFINDER 2E GM CORE| FIRST LOOK AND REVIEW!", found here.

Knights of Last Call have "Pathfinder 2e Remastered: A Discussion - Livestream #145", found here.

Roll For Combat gives the "Pathfinder Remaster Witch First Look with Pathfinder 2e Co-Author Mark Seifter", found here.


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BadLuckGamer released Remaster vids on Hexes, Druids, and Cantrips.


Captain Morgan wrote:

The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

Honestly feint and instant opening have always felt like trap options for a rogue to me. Mostly because gang up is ridiculous and it's only gotten stronger in the remaster.

Feint is only your next attack (barring rare crits). Between having 3 actions per turn (and thus the possibility of more than one attack), opportune backstabber (which basically requires flanking), and preparation (even more backstabber) I just can't see feint or instant opening being the most effective options... unless you're literally the only melee PC. Which has different issues...


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Ronald the Rules Lawyer gives an "EXPLANATION of what replaces ALIGNMENT in the Pathfinder 2e Remaster! (Rules Lawyer)", found here.

BadLuckGamer explains "All Changes to Cantrips in Pathfinder 2e's Remaster", found here.

Phil Talking D20 talks about "Pathfinder 2 Remaster - GM Core 1 - Countering the new Dying Rules!", found here.

Nonut1s expounds about "3 Reasons Why You SHOULD and SHOULD NOT Buy the PF2 Remaster", found here.

Roll For Combat go through the "Pathfinder Remaster Wizard First Look with Pathfinder 2e Co-Author Mark Seifter", found here.


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magnuskn wrote:
Nonut1s expounds

>XD


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Ravingdork wrote:
magnuskn wrote:
Nonut1s expounds
>XD

Ooops.

Ronald the Rules Lawyer talks about the "REMASTERED BARD, Phantasmal Killer, NEW problem with bard spells in Pathfinder 2e", found here.

BadLuckGamer presents "All Changes to Spells in Pathfinder 2e's Remaster Part 1", found here.

He also gives a "TableTalk | Did Magus Get Screwed in the Remaster", found here.

The Sly Strategist has "The Sly Strategist Live Stream 16: Let's look at the Remaster!", found here.

Roll For Combat go live about the GM Core in 3 hours with "Pathfinder Remaster First Look with Pathfinder 2e Co-Author Mark Seifter", found here.


Calliope5431 wrote:
Captain Morgan wrote:

The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

Honestly feint and instant opening have always felt like trap options for a rogue to me. Mostly because gang up is ridiculous and it's only gotten stronger in the remaster.

Feint is only your next attack (barring rare crits). Between having 3 actions per turn (and thus the possibility of more than one attack), opportune backstabber (which basically requires flanking), and preparation (even more backstabber) I just can't see feint or instant opening being the most effective options... unless you're literally the only melee PC. Which has different issues...

Yeah, that's why it feels like a solo play racket to me. There's a fair amount of PF2 rules that just don't feel incredibly relevant when used by PCs but are much more significant when an NPC gets to use them. The curse and death traits spring to mind. NPC opposition doesn't tend to survive long enough for curses to matter and usually already dies when they hit 0 HP. Part of me wishes those kind of options had simply been made NPC only, but there might be a hella petty PC out there who wants to use Clownish Curse for some reason.


Captain Morgan wrote:
The curse and death traits spring to mind. NPC opposition doesn't tend to survive long enough for curses to matter and usually already dies when they hit 0 HP. Part of me wishes those kind of options had simply been made NPC only, but there might be a hella petty PC out there who wants to use Clownish Curse for some reason.

Mostly agree.

I can see some minor scenarios where the Curse trait becomes meaningful. It means that the NPC spellcaster can't use Dispel Magic to remove Bloodspray Curse.

But enemies rarely try and un-debuff anyway.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I for one would be livid if they took my curses away.


Captain Morgan wrote:
Calliope5431 wrote:
Captain Morgan wrote:

The trouble is you normally want to feint before you strike. Though with the multi-turn duration there's some leeway, and with the crit success you can debuffs for your allies and then fall back. But unless you're doing something with reach it feels tricky. Then again, I've always felt that way about scoundrel. If you need to move into melee you're often flanking anyway.

Scoundrel feels like it was built with solo play in mind, where so many other rogue feats excel at teamwork. It's a nice racket for a boss villain, though.

Honestly feint and instant opening have always felt like trap options for a rogue to me. Mostly because gang up is ridiculous and it's only gotten stronger in the remaster.

Feint is only your next attack (barring rare crits). Between having 3 actions per turn (and thus the possibility of more than one attack), opportune backstabber (which basically requires flanking), and preparation (even more backstabber) I just can't see feint or instant opening being the most effective options... unless you're literally the only melee PC. Which has different issues...

Yeah, that's why it feels like a solo play racket to me. There's a fair amount of PF2 rules that just don't feel incredibly relevant when used by PCs but are much more significant when an NPC gets to use them. The curse and death traits spring to mind. NPC opposition doesn't tend to survive long enough for curses to matter and usually already dies when they hit 0 HP. Part of me wishes those kind of options had simply been made NPC only, but there might be a hella petty PC out there who wants to use Clownish Curse for some reason.

Yeah I definitely agree with that. Same thing with Evil damage (and unholy sanctification in the remaster) - the PCs aren't going to use it that often, but it's very important for a demon trying to kill the party's summoned celestial.

Diseases are another case of "this is not a PC option." I cannot tell you the number of times I've seen PCs try to cast abyssal plague and then go "what do you MEAN, it takes days for the drained to build up????"


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magnuskn wrote:
Ravingdork wrote:
magnuskn wrote:
Nonut1s expounds
>XD

Ooops.

BadLuckGamer presents "All Changes to Spells in Pathfinder 2e's Remaster Part 1", found here.

Hey, Two!


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Laclale♪ wrote:
Hey, Two!

I do these once per day until the 15th, now that interest seems to have waned, anyhow. So, no worry, I'd have gotten to it this evening. :) But thanks for posting the link already.


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Frizz explains how "How SPELLSHAPES help the Pathfinder 2e Remaster!", found here.

The Sly Strategist tells us about the "Recall Knowledge: REMASTER Quick Tip #1 for Pathfinder 2E!", found here.


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RebelThenKing fears the "Deadly, deadly death in the Pathfinder 2e Remaster", found here.

The Sly Strategist gives a "Disarm: REMASTER Quick Tip #2 for Pathfinder 2E!", found here.


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BadLuckGamer's "All Changes to Spells in Pathfinder 2e's Remaster" series continues, here's part 3!


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Ronald the Rules Lawyer delves into "NERFED? DEEP DIVE into the REMASTERED WIZARD in Pathfinder 2e!", found here.

Archives of the Virtual GM makes a "Deep Dive of the New Wizard Arcane School Ars Grammatica in Pathfinder 2e Remaster", found here.

The Sly Strategist expounds on the "Aid: REMASTER Quick Tip #3 for Pathfinder 2E!", found here.

KingOogaTonTon gives a lecture on "Pathfinder 2e Focus Spells in 7 Minutes or Less (Remaster)", found here.


BadLuckGamer's "All Changes to Spells in Pathfinder 2e's Remaster" series still continues, here's part Four!


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Just to make sure that nobody thinks I'm ignoring his videos, he just posts them at a time where I'm already in bed over here in Germany and then Laclale has posted the link when I get back to searching for videos to link to.


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Ronald the Rules Lawyer presents: "The REMASTERED WITCH: Outclassing the wizard in Pathfinder 2e?", found here.

Called Shots Entertainment gives their "Player Core review", found here.

Team Player Gaming has "BRAND New Remastered Fighter Feats", found here.

The Character Sheet on ComicBook.com tells us about their "Our BRUTALLY Honest Pathfinder 2e Remaster Review! (Player Core)", found here.

Tomorrow is the 15th, i.e. the release date of the Pathfinder Remaster, so I'll do a last update then.


magnuskn wrote:
Tomorrow is the 15th, i.e. the release date of the Pathfinder Remaster, so I'll do a last update then.

And also last part of BadLuckGamer's "All Changes to Spells in Pathfinder 2e's Remaster" series I guess, aka part five.


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Well, here we are at the 15th, with the official release. So, one last round-up of videos, starting with:

Paizo presents their "Pathfinder Second Edition Remastered: Forge Your Legend — Trailer 1", found here.

NaturalFailz tells us about the "Big Changes for Pathfinder 2e Remaster", found here.

The Sly Strategist talks about "Interact: REMASTER Quick Tip #4 for Pathfinder 2E!", found here.

Nonat1s presents in a really timely manner the "KINETICIST CLASS GUIDE - PATHFINDER 2E REMASTER", found here.

Well, it has been a pleasure. Now I hope my books ship in the next days, too. I guess Paizo's warehouse is a bit overwhelmed at the moment, but I really had hoped they'd get everything out for suscribers by the release date. Ah, well. Patience.


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These posts have been extremely helpful. Thanks.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Thaliak wrote:
These posts have been extremely helpful. Thanks.

Indubitably!


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Ravingdork wrote:
Thaliak wrote:
These posts have been extremely helpful. Thanks.
Indubitably!

You're welcome. :)

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