Remaster: It's the Little Things in Life


Pathfinder Second Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I just noticed that Actions and Activities are much more clearly defined in the Remaster than in previous. Actions are primarily single actions and Activities are primarily two or more Actions (such as casting spells).

In earlier tomes, these terms were often used interchangeably, which often lead to confusion.

What little things with potentially big ramifications have you noticed in the Remaster that might otherwise fly under most people's radar?


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Pathfinder Roleplaying Game Superscriber

Shields have some new wording that is interesting... Previously nothing specified that they are strapped to your arm except for some text on bucklers, now it's as follows:

A shield can increase your character’s defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield’s bonus to AC as a circumstance bonus until their next turn starts. A shield’s Speed penalty
applies whenever your character is holding the shield, whether they have raised it or not.

Raise a Shield is the action most commonly used with shields. All shields, unless specifically noted or described otherwise, must be strapped to your arm and held in one hand, so you can’t hold anything with that hand and Raise a Shield, and you lose the shield’s benefits if that hand is no longer free. A buckler, however, doesn’t take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GM’s discretion, if it’s holding a simple, lightweight object that’s not a weapon).

This is interesting because it implies that you can... stop wielding your shield (which requires holding it) and do something else with that hand while it's strapped to your arm. I assume it would still be an action to start wielding the shield again, but it offers some cool options (if I'm interpreting it correctly).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Just noticed this one: Additional Lore is missing the word "additional" in its body text. You can arguably take it for Lore skills you already have now.


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You can Swap now as an interact action; ie, you stow 1 item and draw another with a single Interact action.


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Ravingdork wrote:
Just noticed this one: Additional Lore is missing the word "additional" in its body text. You can arguably take it for Lore skills you already have now.

I wouldn't say that's arguable. You straight-up can, now. That word was the only thing preventing it before. You can now spend a feat and make your background lore autoscaling. It's nice.


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Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
You can Swap now as an interact action; ie, you stow 1 item and draw another with a single Interact action.

This is nice for passive implement using Thaumaturges. Especially for those who played at tables that didn't allow for intensify vulnerability to count.

Liberty's Edge

Is the Swap thing a specific named Activity or is this simply an extension of the Draw [Action]?

If it's an expansion of the Draw [Action] that would make it compatible with things like Quick Draw or Quick Bomber but if it's a specific new Activity that would make it ineligible for such effects and other Feats.


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It's one of the possible uses for the interact action. Since it's specifically called "swap", not "draw", it should be incompatible with Quickdraw and similar abilities (unless those get changed).


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Blave wrote:
It's one of the possible uses for the interact action. Since it's specifically called "swap", not "draw", it should be incompatible with Quickdraw and similar abilities (unless those get changed).

Draw isn't an action or really defined as a particular sub-action, to my knowledge. Quick Draw allows "Interact to draw a weapon" so without having the remastered rules in front of me it might be a DM call on if they feel swapping to draw a weapon vs. drawing a weapon with a free hand are materially different types of Interact for Quick Draw. The feat isn't commonly sought anyway, so I don't see the harm offhand.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The change to get rid of the previewed dwarven edict to destroy enemies, and the change to Lamashtu's for treating a mental illness, both kept the essence of dwarven society/Lamashtu while removing the ickyness. Very highly approve.

Verdant Wheel

Littimer wrote:
Blave wrote:
It's one of the possible uses for the interact action. Since it's specifically called "swap", not "draw", it should be incompatible with Quickdraw and similar abilities (unless those get changed).
Draw isn't an action or really defined as a particular sub-action, to my knowledge. Quick Draw allows "Interact to draw a weapon" so without having the remastered rules in front of me it might be a DM call on if they feel swapping to draw a weapon vs. drawing a weapon with a free hand are materially different types of Interact for Quick Draw. The feat isn't commonly sought anyway, so I don't see the harm offhand.

Where else in the rules is a 3-to-1 action condenser?

◆) Stow + Draw + Strike

Liberty's Edge

rainzax wrote:
Littimer wrote:
Blave wrote:
It's one of the possible uses for the interact action. Since it's specifically called "swap", not "draw", it should be incompatible with Quickdraw and similar abilities (unless those get changed).
Draw isn't an action or really defined as a particular sub-action, to my knowledge. Quick Draw allows "Interact to draw a weapon" so without having the remastered rules in front of me it might be a DM call on if they feel swapping to draw a weapon vs. drawing a weapon with a free hand are materially different types of Interact for Quick Draw. The feat isn't commonly sought anyway, so I don't see the harm offhand.

Where else in the rules is a 3-to-1 action condenser?

◆) Stow + Draw + Strike

It's not. It is Swap + Strike. 2 to 1.


rainzax wrote:
Littimer wrote:
Blave wrote:
It's one of the possible uses for the interact action. Since it's specifically called "swap", not "draw", it should be incompatible with Quickdraw and similar abilities (unless those get changed).
Draw isn't an action or really defined as a particular sub-action, to my knowledge. Quick Draw allows "Interact to draw a weapon" so without having the remastered rules in front of me it might be a DM call on if they feel swapping to draw a weapon vs. drawing a weapon with a free hand are materially different types of Interact for Quick Draw. The feat isn't commonly sought anyway, so I don't see the harm offhand.

Where else in the rules is a 3-to-1 action condenser?

◆) Stow + Draw + Strike

Stow + Draw is now a defined single Interact Action. Quick Draw is Interact to draw, and Strike. Already, I could theoretically drop an item as a free action and use Quick Draw to get much of the same utility in an encounter. But even using your logic, the Thaumaturge Second Implement ability allows Stow + Draw + Implement action for one, so there's precedent.

Personally, I don't see the harm, but welcome being shown an example why it either violates the wording (since I don't have it in front of me) or provided a real example of how it would lead to unbalanced dynamics at the table.


The Raven Black wrote:
It's not. It is Swap + Strike. 2 to 1.

Though... that one leads to an odd situation where you can keep an arbitrary number of weapons about your person and just decide which one you want to strike with at any given time.

Also, it would be yet another way in which Quick Bomber was strictly worse than Quick Draw, for whatever that's worth.


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Sanityfaerie wrote:
The Raven Black wrote:
It's not. It is Swap + Strike. 2 to 1.

Though... that one leads to an odd situation where you can keep an arbitrary number of weapons about your person and just decide which one you want to strike with at any given time.

Also, it would be yet another way in which Quick Bomber was strictly worse than Quick Draw, for whatever that's worth.

Which I think is what a lot of people have as a vision when they hear about Quick Draw, until it actually plays out. Again, personally I think it's cool to enable the idea of a combatant who has a lot of different trait weapons and has spent their treasure on several more runes than usual to make them remain competitive. It's very flavorful, without being notably more powerful, especially once you factor in the feat and money and bulk investments. And even so, I think very few of my fellow players would find this interpretation determinative in selecting Quick Draw versus other options.

Liberty's Edge

Thank you for the answers!

Given that it's a specific new thing listed as something that can be done via Interact that means it is pretty decidedly not compatible with the "draw" wording in the various Actions and the like although it does open up a bit of NEW mechanical space where they could implement something like Quick Swap to so something similar.


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Pathfinder Adventure Path, Rulebook Subscriber

Lots of Interact description (Quick Draw specifically called out)

Player Core 1 pg268 wrote:

Interact

You can use the Interact action (page 416) to:
• Draw, put away, or swap an item. You must be holding the item to put it away or wearing it to draw it. Swapping allows you to put away one item and draw another in the same action (such as putting away a dagger and drawing a mace). Abilities that specify what you do when you Interact only allow this if they say so; the Quick Draw feat lets a rogue Interact to draw a weapon, but doesn’t allow them to stow one as well. Swapping lets you swap only one item for another; if you were wielding two weapons, you could put away one of them and draw a different item, but you would need to put away the second weapon separately.
• Pick up an item from the ground.
• Pass off or take a held item from a willing creature. The creature you’re passing to must have a hand free. You can also attempt to throw an item to someone. You typically need to succeed at a DC 15 ranged attack with a 10-foot range increment to do so.
• Detach a shield or other item from you using one hand.
• Change your grip by adding a hand to an item.
• Retrieve a stowed item from a backpack, pouch, or similar container (or put one away). You’ll often need to Interact to open or close the backpack or container.


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Oooh. I like the 'toss an item to an ally' option.


Ok, just got my pdf's and have started looking through it. If anyone has specific questions I can try to help, otherwise I'll post whatever nifty things i find while i make my way through the player/DM CORE.


Minion rules?


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Aid DC got reduced from 20 to 15. Even less of a reason not to rush one for all or fake out now with that extra early value.


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breithauptclan wrote:
Minion rules?

Some extra guidance on commanding normal animals but that's the only change i can see. DM core only mentions minions 3 times and it's not in context to PC's. So... not much. In player core it's the minion trait and the command animal skill action.


Is the Vitalizing (formerly Disrupting) rune still limited to melee weapons? I asked in another thread but that specific bit wasn’t addressed. With Ghost Rune becoming open to ranged weapons I’m hoping this will too (currently in an undead-heavy campaign).


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Littimer wrote:
Is the Vitalizing (formerly Disrupting) rune still limited to melee weapons? I asked in another thread but that specific bit wasn’t addressed. With Ghost Rune becoming open to ranged weapons I’m hoping this will too (currently in an undead-heavy campaign).

"Usage etched onto a weapon", so slap it on any weapon, ranged melee or handwrap.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Does anyone know if the new remove curse skill feat on the religion side needs the pc to follow a deity?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gaulin wrote:
Does anyone know if the new remove curse skill feat on the religion side needs the pc to follow a deity?

There is no mention of needing to be devout. You do, however, need to perform the act of prayer.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
Gaulin wrote:
Does anyone know if the new remove curse skill feat on the religion side needs the pc to follow a deity?
There is no mention of needing to be devout. You do, however, need to perform the act of prayer.

Hmm that's an odd middle ground. Guess just pick an appropriate god at the time if you don't worship one lol, never heard of prayer that isn't to a god or ancestor or something.


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Gaulin wrote:
Ravingdork wrote:
Gaulin wrote:
Does anyone know if the new remove curse skill feat on the religion side needs the pc to follow a deity?
There is no mention of needing to be devout. You do, however, need to perform the act of prayer.
Hmm that's an odd middle ground. Guess just pick an appropriate god at the time if you don't worship one lol, never heard of prayer that isn't to a god or ancestor or something.

pray to a specific god, a pantheon, a generalized higher power, to your community, to the land, the moon and stars, etc.

Pray as a devout follower, as a general petitioner who knows the old ways, as a ritualist engaging in more like a transaction or possibly demanding the result, etc.

unlimited combinations of petitioned, petitioner, and method!


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Mentioning that Laws of Mortality is mechanically classified as a Deity. That should be close enough for Break Curse.


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graystone wrote:
Ok, just got my pdf's and have started looking through it. If anyone has specific questions I can try to help, otherwise I'll post whatever nifty things i find while i make my way through the player/DM CORE.

Is the familiar from the witch dedication still gimped?


Riddlyn wrote:
graystone wrote:
Ok, just got my pdf's and have started looking through it. If anyone has specific questions I can try to help, otherwise I'll post whatever nifty things i find while i make my way through the player/DM CORE.
Is the familiar from the witch dedication still gimped?

Gimped how, specifically?

I'm expecting that it will still start with 1 familiar ability.

I'm hoping that it will mention that it revives at the start of morning preparations like the full Witch familiar does.


breithauptclan wrote:
Mentioning that Laws of Mortality is mechanically classified as a Deity. That should be close enough for Break Curse.

Pretty sure praying would be anathema, unless that anathema have changed.

Quote:
solicit or receive divine or religious aid


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Thankfully you can go at it from the Occultism route rather than Religion.


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Riddlyn wrote:
graystone wrote:
Ok, just got my pdf's and have started looking through it. If anyone has specific questions I can try to help, otherwise I'll post whatever nifty things i find while i make my way through the player/DM CORE.
Is the familiar from the witch dedication still gimped?

"Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets."


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Riddlyn wrote:
graystone wrote:
Ok, just got my pdf's and have started looking through it. If anyone has specific questions I can try to help, otherwise I'll post whatever nifty things i find while i make my way through the player/DM CORE.
Is the familiar from the witch dedication still gimped?

Witch Dedication now gives you a familiar with the normal amount of abilities, and Basic Witchcraft nets you 1 extra. So you now get a familiar with 1 extra ability now!


Any change to summoning spells to make them more palatable?


That's great news on the familiar. Also what does the elven feat elemental wrath look like now?

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
graystone wrote:
You can Swap now as an interact action; ie, you stow 1 item and draw another with a single Interact action.

This makes my dual-pistol wielding Bullet Dancer very happy.


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Riddlyn wrote:
That's great news on the familiar. Also what does the elven feat elemental wrath look like now?

... It looks like nothing as it wasn't reprinted.


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Oh, being able to grab a 5 cost specific familiar at lvl. 4 (by taking Enhanced Familiar with Basic Witchcraft) is super exciting!

Is there any language for Witch on how to handle familiars from different sources?


is there anything new on the talismans, or is that planned for Core 2?


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shroudb wrote:
is there anything new on the talismans, or is that planned for Core 2?

There should be a good number of them in GM Core (were all magic items now reside). From what I've heard, it's mostly improved ease of use so you no longer need to be expert in a specific skill just to use many talismans.


graystone wrote:
Riddlyn wrote:
That's great news on the familiar. Also what does the elven feat elemental wrath look like now?
... It looks like nothing as it wasn't reprinted.

Strange with them changing acid splash I was wondering if this feat would change too. Thank you


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Riddlyn wrote:
graystone wrote:
Riddlyn wrote:
That's great news on the familiar. Also what does the elven feat elemental wrath look like now?
... It looks like nothing as it wasn't reprinted.
Strange with them changing acid splash I was wondering if this feat would change too. Thank you

Elven instincts wasn't reprinted either. I think the character guide feats were not reprinted because the book is going to stay in print. They do seem to have taken Orc feats from the Ancestry Guide from what I've seen, but that was probably to ensure the APG races have a rough parity of options with the CRB races.


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breithauptclan wrote:
I'm hoping that it will mention that it revives at the start of morning preparations like the full Witch familiar does.

There's no explicit language saying the witch dedication familiar revives each day.

Arachnofiend wrote:
Any change to summoning spells to make them more palatable?

Not as far as I can tell.

Other things I've noticed or heard about:

Rogue's gang up feat got buffed. The allies that let the rogue treat enemies as of guard now also treat the enemy as off guard.

I'm still laughing like a loon at how witch (mostly resentment witch) is now pretty good while wizard managed to get worse. At least those trash slots can be blended away I guess.

War priest cleric also got a lot of QoL buffs and support feats.

Ghost touch got a damage rune upgrade called an astral rune (though it's listed as a separate item for no real reason). It deals spirit damage. Ghost touch in general is no longer limited to melee either. May as well be the first damage rune you grab.

Edit: there's also a proper repositioning athletics maneuver now. It does not push or pull and so is incompatible with hazardous terrain and similar abilities


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Riddlyn wrote:
graystone wrote:
Riddlyn wrote:
That's great news on the familiar. Also what does the elven feat elemental wrath look like now?
... It looks like nothing as it wasn't reprinted.
Strange with them changing acid splash I was wondering if this feat would change too. Thank you

My assumption is also that this is because the feat is not in CRB or APG. The Player Core and Player Core 2 books are not going to be a compendium of all options printed in all of the books. That is too much content to fit into two books.


breithauptclan wrote:
Riddlyn wrote:
graystone wrote:
Riddlyn wrote:
That's great news on the familiar. Also what does the elven feat elemental wrath look like now?
... It looks like nothing as it wasn't reprinted.
Strange with them changing acid splash I was wondering if this feat would change too. Thank you
My assumption is also that this is because the feat is not in CRB or APG. The Player Core and Player Core 2 books are not going to be a compendium of all options printed in all of the books. That is too much content to fit into two books.

Ok, thank you. Just means it'll most likely be part of the 1st errata. Probably something to the effect of just replace the old version of the spell with the new version and update the verbal trait


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Pathfinder Roleplaying Game Superscriber

I know this has been talked about to death but I'm just so, so happy that all the weird finicky weapon proficiencies got upgraded into just full proficiency at the next tier.

Bards, rogues, and wizards rejoice.

Oh, also, the new warrior bard feat that lets you extend inspire courage (or whatever the new name is) by smacking someone is great.

Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!


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MaxAstro wrote:
I know this has been talked about to death but I'm just so, so happy that all the weird finicky weapon proficiencies got upgraded into just full proficiency at the next tier.

I feel vindicated.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
MaxAstro wrote:
Oh! Favorite "small" change though might be that rangers no longer have to ask the GM if difficult terrain is "natural". Their class features that involve difficult terrain now work with all difficult terrain, even magical.

What!? That's awesome! These quality of life changes just keep getting better and better.

MaxAstro wrote:
Also love that gnomes get to talk to all animals with a single 1st level feat, and that druids get to choose between animals and plants. That means a gnome druid can talk to both animals and plants at first level at just the cost of an ancestry feat!

I saw this too. Super fun roleplaying potential there.

"Just because I'm a hermit doesn't mean I'm alone." *Casts animal allies.* lol.

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