#Pathfinder
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TFW when your commander with 2 rogue (each using preparation of course) group goes:
Commander: demoralizing charge with drilled reactions for rogue 1 (2 strikes)
Rogue 1: opportune backstab (3 strikes)
Rogue 2: opportune backstab (4 strikes)
Rogue 1: Opportune backstab (5 strikes)
Many Guys Technique
Anywhere i can read more about the ogre zodiac sign?
Playing a magus and might go starlit sentinel for fun
can i get somebody to weigh in on if im making an optimal choice character build wise?
im going with Alchemist Chirurgeon speciality , and plan on taking a lot of medicine feats
still level 1 rn but for level 2 im debating on something
is it worth using my level 2 alchemist feat on grabbing the medic dedication and my skill feat on battle medicine?
it would let you save on resources, certainly
saving on resources is , not the response i expected
how would it save on resources if you dont mind me asking?
because you're a chirurgeon alchemist. If you heal with battle medicine, you're not spending your versatile vials on elixirs
oh that reminds me
spending vial on elixers
is it just an intereact to hand an elixer to somebody?
like, that side of things im not super understanding
It is an action to hand it to them, but it would also be an action to feed it to them
so, Stride
quick alchemy, make an elixer
then interact to feed it to them?
assuming quick alchemy puts the item i make into my hand
or do i need to put it into their hand and they need to use an action to drink it?
yes, either way
and your field benefit lets you throw your basic versatile vials to heal at range
Just toss it directly into their mouth
That's how our alchemist does it
gahh
i forgot how much pathfinder made playing size tiny an agonizing experience
Only really for melee but yeah...
i was planning on a melixie rogue as a backup, going for a thief vibe but its just seeming super unviable
with other systems i wouldnt mind being a bit suboptimal but im so scared of being suboptimal in pathfinder
I've actually been considering a melee Pixie recently
because of Spirit Warrior
cause Spirit Warrior has this
https://2e.aonprd.com/Feats.aspx?ID=7021
You’ve sworn an oath to defend the helpless from dangerous titanic beasts, including kaiju that roam the surface of Golarion. Attacks made as part of your Overwhelming Combination ability gain a +4 circumstance bonus to damage against a creature at least 2 sizes larger than you, or +6 if you have master proficiency with the weapon you used. Yo...
if you are tiny, you proc this against anyone medium or bigger
then we just go Thief Rogue, to get Gang Up so flanking isn't an issue
i could also just worry a bit less about building super optimally for combat
ultimately, the gap between optimised and not usually isn't as big in PF2
with some exceptions
but also Rogue especially you will probably be fine
because Rogue is just really good
i think if i lean on being a bit more. debuff-y
like , picking up dirty trick from thievery
stuff like that
PF2e makes it hard to make a legitimately bad build
ultimately being tiny mostly just means you lose out on some reach, and you can't use maneuvers really
the knock-on effect of the reach loss is also that it's hard to flank when tiny, because you have to be in their space
but Rogue can easily fix that with Gang Up, so it's okay
You don't need to be in their space to flank
You just can't flank as a tiny creature
yes that's what I'm saying
need to be in their space because 0 reach
so you can't flank
i was also planning on getting tumble behind to help make melee a bit less nightmarish
Tumble Behind is okay
but as mentioned Gang Up will solve your off guard as long as you have another melee buddy
thats a long while away x3
im just trying to makesure i pick what i can to survive long enough to reach 6 x3
We have realized our dragonblood magus is very Solas Dragon Age
Down to being the mysterious mage-advisor to a hero with an unexpected spark of divinity
(Kingmaker, one of the players is an Exemplar and our shoe-in for ruler with party consent granted)
What would be the best way to make a character that has a 'holistic' understanding of magic?
Witch?
As in they erroneously believe divine and arcane and occult spellcasting are the same?
mm, fair
No, not that
idk, thinking on what exactly I mean it may be a class agnostic thing
Someone who just intuitively understands magic?
Cuz yeah witch or sorcerer I'd wager
or any other archetype that just gives ya magic
no, not really intuitive, moreso
The idea that magic is both something wondrous and ephemeral, and that it can be fully understood if studied
idk
Bad at words, nevermind
I think that's the opposite of holistic
?
opposite of the idea that 'parts of a thing are interconnected and can only be understood as part of a larger whole'?
This plus 'aiming to understand all of magic' reads Magaambya, and their Halcyon stuff
But also Halcyon magic is a heavy duty headache lmao
It is and also this character kind of... can't be magaambyan
They're from Hermea
Though
They could have been invited from the magaambya
The Magaambya is a place Hermea would draw from I imagine!
I mean unified theory does say they do all operate on similar underlying principles
Do attendants of magaambya have to be arcane or primal for the archetype to properly function?
ohp, yep
This sounds extremely wizard, especially given https://2e.aonprd.com/Feats.aspx?ID=5231&Redirected=1
You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a ...
I mean, the unified theory and halcyon magic is something that canonically exists. Jatembe figured it out, so I wouldn't really call it erroneous.
cascade bearers can also select occult/divine halcyon spells with a 10th-level feat
tho consider: zoophonia muse bard
or wait, polymath is right there
...or actually nevermind, the feat that lets you add spells from any tradition is 18th-level
Probably thaumaturge with the scroll stuff
depends on what you'd be getting with it
Tbh some of the utility options you can get are pretty good, though it depends on the element
Ehh, that's almost certainly worse. Spellcasting DCs from dedications don't scale well at all, especially if the main class isn't using the same key attribute.
I would just look for impulses that don't force a save
Protector Tree spam, Ocean's Balm, stuff like that
Well I was thinking of keeping on theme with oscillating wave and going with either fire or water
Water has some neat passive utility, fire less so
Think I'm just gonna go psychic with sorcerer arch
Yessss
Oscillating Wave Psychic with ice and fire kinetic stuff would be cool but yeah, you'd have to restrict yourself to utility impulses
I hust had a fucking great idea for a class archetype
Recall knowledge swashbuckler
Recall knowledge to get panache!
And then make it an archetype about like
Studying ur enemy
Is this not just Thaum?
Eh kinda but in more of random bullshit go way for thaum, im thinking like old slayers studied target thing
question:
if im handing something to somebody using interact
do they have to have a hand free?
or can i hand it to them and just say, add it to their inventory without them holding it
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.
man, i didnt realise how long crafting takes in p2
yeah
it is good when you have some downtime to reduce costs for items
my group used it for, iirc, a bag of holding and a greater shining symbol
Also depending on the campaign vehicles could be an interesting option
its just, way longer to get it down to half off than i would have expected
If you're travelling frequently they both save a ton of time and potentially keep you away from some encounters
yeah
it has an advantage over earn income for crafting lower level items, but it's meant to not break the economy the way pf1 crafting did
I think it's a bit of an overcorrection but there is a reason for it
I am considering getting Talisman dabbler for my free archetype in season of ghosts
from my understanding talisman dabbler has issues due to the half level on the talismans
though there are some good low level ones
talismans are neat, I was using Grim Trophy regularly right up till the end in Kingmaker
season of ghosts goes up to 12, right? best thing to do would probably be to make a list of talismans up to level 6 that your party would benefit from
I do like the retrieval prism
potency crystals are good since you can make them free at 2 and they're +1 striking for one hit
oh predator's claw is a good one
does anyone know how much downtime the AP has? talismans are quick to craft if you have the formula, and talisman dabbler gives you the formulas for a lot of talismans
it's half level only, and you get very few
SoG has a lot of downtime
that makes the formula bit of talisman dabbler a bit more useful
since the formulas are up to your level, it's the free ones that are half level
you do also have stuff to do during part of it, but there is IIRC several weeks to months of downtime over the course of the campaign
Yeah
The only problem is I don't really know what else fits for my vibe as a 2nd level archetype
I was gonna pick Exorcist but I have to be level 4 for that
ah, hate those archetypes that start at 4 or 6
Last night in pathfinder:
The GM set up two different Encounters with very cool monsters with unique abilities
-# but I am playing a 16th level Psychic and enemy activity in Encounters is now consent based
Wanna make an archetype based around Martial Teleporting
Like some nightcrawler stuff
Does the Daredevil have any teleporting stuff?
No
Do people have any suggestions for magic items for a short campaign? Starting level is 11 and I have about 600GP left in the tank
So far I got
-Boots of Bounding
-Wand of 2nd Rank Tailwind
-Demon Mask
Build is a Warpriest with Harm font built around Channel Smite and Cast Down
Focused skills are Intimidation, Athletics, and Religion, not sure if I really need an item to boost Athletics bc in combat I'll be using a 2h weapon with no manuever tags
These vestments are made of panels showing various scenes from the legends of a particular deity. It serves as a religious symbol of that deity, and you gain a +2 item bonus to Religion checks. When you cast harm or heal , healing granted to followers of that deity is increased by the rank of the spell.
Option 1
Have to get some extra gold since it's 1250
Extremely unlikely to matter outside of the 4th focus point unfortunately
My character isn't undead so Harm is strictly there to do damage, plus even if I dropped every item I have that isn't my weapon, armor, or a rune attached to one of the above I wouldn't have enough
This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already ins...
Useful piece. Add some scrolls of random useful niche spells
Or just random useful consumables
For 260
Might do, 2h weapon makes it a little more awkward though
Any action econ savings are eaten by having to adjust grip, use item, adjust grip again
https://2e.aonprd.com/Equipment.aspx?ID=2206 perception bonus for intiative?
Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision , you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiat...
This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as we...
If your party has Blasters
Unfortunately my group has ruled that perception for initative is "general situational awareness" and not visual, if there's an official ruling somewhere I could point at I would consider it though
https://2e.aonprd.com/Equipment.aspx?ID=3032 floundering a bit here
Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type...
all good, me too lmao
I honestly think a bunch of randomly niche scrolls and consumables might be your best bet. Water Breathing, Translate, etc
Talismans! As another option
Gets around the hand issue and are useful consumables
stocking up on scrolls is always good
Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity.
Ended up going with this bc sanctification will be relevant
Ooh nice one forgot about grimoires
Pf2e items are so cool
"here's a feat for when your character has slept around so much that enemies start recognising them" oh my god
Your history of coquetries, flirtations, dalliances, and liaisons is so lengthy that, even in a city as large as Absalom, you're bound to run into your past at inopportune moments. Fortunately, the individual involved might be just as shocked as you are by the unexpected encounter. Choose a target within 30 feet and spin a lascivious tale of how...
🥀
probably the target helper function from pf2e toolbelt
We have completed chapter 1 of Season of Ghosts!
Did you sees the ghosts
What percentage of a Season did it take?
This literally fucks
So funny story - my devoutly Calistrian Wrath of the Righteous character spent a fair bit of time working the seediest parts of Kenabres' streets (something that she hasn't necessarily shared with the rest of the party straight away)
Imagine how awkward it was when the GM informed me that (WotR Book 1 spoiler) ||one of the cult leaders you're tasked with taking down once you're topside was... one of my former regulars||
It took about 3 days
I really like the design here
They really should have made cyclopses psychics instead of oracles.
Much better pun potential
How so
psyclops
Man
Sometimes people on subreddits baffle me
Had someone complain that combat with casters in this game is a race to see who can cast a water based spell that makes someone hold their breath on the other caster the fastest and everyone in their group hates it
And im like
Man
Just stop doing it then
I believe that is called “become trained in athletics to swim out”.
That’s literally all you need to do.
Or just cast this https://2e.aonprd.com/Spells.aspx?ID=1315
You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
At 2nd rank it’s extremely easy to keep permanently up
Uggggghhhhhhhh my in-person game probably won't have its next session until mid-July
oh noo
Our wizard uses this regularly because the GM keeps eating her 😭
Didn't need to improvise so much as skip most of the negotiations
The GM needs to stop eating your players that's cannibalism and is frowned upon in most societies
The wizard puts it another way
Paizo did an SF and PF iconics crossover
Every time I learn something new about Pf2e I'm glad my 2e games are silly lil Pbp's and my main group has no intention of switching over
-# Til that it now takes a feat to take 10 on skill checks
It’s also not taking 10
Assurance only gives you your proficiency bonus
This makes it very good for below-level tasks and bad for at-level tasks
Which introduces a relevant tactical consideration around its use
I’ve found the dynamic around Assurance and Battle Medicine to be really compelling
Traditional taking 10 kinda fucks 2e’s math by just making you succeed all the time
Its absence also just introduces a whole bunch of really awkward situations though, doesn't it?
You’re going to have to be more specific
I mean, we're currently in a situation of "neither the seek nor the search actions specify any length of time when used outside combat, we know there must be something to find and we keep rolling low"
That sounds like a GMing and/or adventure-writing problem
I remember reading an account of 1E Kingmaker where that became an issue, because there was plot progression gated behind a search check
And the GM just had to be like, “yeah, I dunno what the adventure writers expected here if everybody rolls low”
For 2E, the GMs I’ve played with definitely wouldn’t let me roll search over and over until I found something
I mean, it's less the specific situation imo and rather the fact that it can happen at all. Being able to do any number of tasks deliberately and at a time cost should not ever be down to GM fiat imo, especially in a more bounded accuracy scenario
Yeah, usually my groups treat it like recall. Once failed it cannot be reattempted unless you either have more knowledge of what exactly it is you're trying to find or find a new angle to approach the search from.
(also I will point out that the Search exploration mechanic explicitly exists and is not GM fiat)
You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
ig technically no length of time is specified beyond "longer to search thoroughly" but that's not particularly something that would be solved by taking 10
I mean no, that'd be solved by assigning a specified time frame to taking ten/twenty
The point imo is that rolling the dice is you giving it your best effort
Then there should be a bonus you get for taking x amount of time that's added to your roll 🤷♀️
Why?
Because if I am trying to get down a slope that's dangerous enough to incur a risk if I slip and fall, whether I take a minute to carefully get down or take an hour to scoot down on my ass do not have the same odds of success?
I do think a circumstance bonus for taking a long time in a small space would make sense
Re: search, it takes the amount of time it takes and you have the bonus you have. I don’t really see why search should be assumed to not be thorough by default. Re: climbing, if there’s no particular risk of failure a roll probably shouldn’t be called for.
But that's not the example I used.
There is a risk of failure here. If I slip and fall I hurt myself. Now, should we presume that since I am doing my best either way, trying to cross this (dangerous/risky) slope at walking speed as difficult terrain in two stride actions should have the same risk of failure as spending an hour buttscooting down?
Cause it might be a slope dangerous enough that even buttscooting, there is still a risk I slip and fall
especially if I am playing a not particularly physical character
unless stated otherwise, the default duration for exploration activities is 10 minutes
actually, book doesnt specifically say that anywhere i guess
but most exploration acitivies that have a defined duration, its 10 minutes
If your GM’s call is that you still have to roll for that, they should probably assign a lower DC
And like, easy/normal/hard DCs by level are defined
So if you’re doing something easy, yeah, use the easy DCs
also technically, the Seek action is a 1-action thing, regardless of in/out of combat, Search is just meant to be you doing it over an extended period of time while traveling
taking 10/20 is just, simply, not a thing in PF2e outside of Fortune effects like Assurance
officially, at least
if your GM is letting you take 10/20 without those effects, then it's up to them to determine how long it takes to do so, because they're in homebrew territory
No points in STR and no athletics proficiency means 25% odds at failure on an incredibly easy lvl 1 check 🤷♀️
(And even then - having all abilitiy to influence the outcome of a skill roll through their actions in the moment rely on GM fiat, especially in a game like Pathfinder, where the default assumption is "trust the process" is an issue I have with the game design, plain and simple. Those are specifically rules that should be player facing)
If it’s incredibly easy and there should be no real chance of failure, why are you rolling for it?
Yeah in those situations we've usually just opted to move past it, unless we're in a very time sensitive environment there's no reason to have everyone sit there and wait for the witch to do one (1) pullup
It can just be assumed that it works at some point, especially if people have the ability to use aid
Even in earlier editions, that wouldn't have been a case where you can take 20, note
This to me feels like "spend some rope to skip the check"
Assurance isn't really taking 10 in other ways besides lack of several bonuses, because the skill still takes the same amount of time as doing it once. So it doesn't represent having more time to prepare yourself and move through the task without being hurried (which is what taking 10 is).
But in either case, from a perspective of a GM, if you have literally all the time in the world to do something like find every single hidden door you can find by checking every surface multiple times over and over, or where failure doesn't make much sense because you can take things slow and cautiously, either you shouldn't be rolling, or you need to apply time pressure or external factors.
Either the roll does not apply because there is no risk of failure (and thus you'd just spend inordinate amounts of time doing it over and over again) or is beneath you (because you'd succeed too much of the time without external factors). So, apply time pressure so you can't spend 7 hours searching an empty dungeon. Apply external factors to a simple task so the "chance" represented by the roll represents something about not being able to take your time, like getting chased by kobolds forcing you to move down the slope too quickly.
The GM in any check-based system always has the right to say there is no roll, you just get a result. Rolling for literally everything even when it doesn't make sense slows down the game and can break the narrative. And moreover, is there anything interesting about a steep slope with nothing else happening? Are players actually going to feel like they're passing a challenge, or that you're buying time with pointless busywork?
So just judge that you'd do X thing Y well given all the time you need to do it right, and pass that down. Taking ten was just a formalized reading your bonus, reading the DC, looking at the lack of pressure (or a trust that the pressure will be handled by other people), and going pass or fail.
Paizo has released a three goblins in a trenchcoat-heritage
Kinda funny, but it seems pretty bad xD
it was an april fools blog post iirc
yeah, its fully a joke
It doesnt seem THAT bad
tbh there aren't that many "good" ancestries to begin with, in the sense that they significantly impact game balance
there's some optimization you can do with ancestry definitely
but it's not usually that big a deal yeah
Some for sure yeah
there's the centaur feat that upgrades successful shoves to crits plus the billion shove options on guardian
including damage on shove (with more damage on crit)
that one is fun, yeah
most of the things you can optimize with ancestry options tend to be an option that might otherwise not be that good, rather than upgrading already good options to really good
eh, it depends
a big one IMO is ancestries with higher speed
plus speed boosting feats, like on Elf
ok yeah the speed options are a big one
Elf seems pretty solid, yeah, especially with Elfstep and the Animist stuff that lets you Sustain when you Step
I played a half-elf duelist flurry ranger in night of the gray death
had two uses of haste per day but that took four feats
it was great
It's super lategame but the high level kobold feat saved me a lot of times in Kingmaker
it was the human tattoo feats + pinch time
Same for Cringe but that was mostly early game
You tap into the grandeur of your warren's benefactor. You gain temporary Hit Points equal to your level, which last for 1 minute. In addition, you can immediately attempt a flat check to remove each type of persistent damage you have. Finally, until the start of your next turn, any creature targeting you with a harmful attack, spell, or ability...
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Cringe is so funny
it has the phrase "immune to your Cringe" in it which is perfect for the memes
Cringe is pretty good yeah
as a low level caster it kept me up many times, definitely got less relevant as late game damage numbers came into play
Currently level 3 with my magus. Stat distribution. 4, 1, 1, 3, 0, 0
HP = 38
I'm thinking of retraining one +1 to int to +1 to con instead. Does that sound like a good idea?
Depends how often you plan to make opponents make saves
If you go all in on spell attacks and utility spells it's fine, but if you're trying to use your DC for spells it's tough
You do probably want some Con, though
ye its good
PF1e: I have two spare levels I need to give a gestalt paladin/fighter. Any thoughts?
... actually only one spare level
Or none. Never mind XD
ailly
Season of Ghosts toniiiight
Oof
<p>Let’s all take some deep breaths, pause for a moment to let our hearts stop racing, and discover what kind of treasures have been left behind now that the playtest has ended! There’s been some great feedback, and as of the writing of this blog, we are just beginning the process of digging into it and determining what changes we’ll imple...
it's the followup blogpost to the Slayer and Daredevil playtest
the post is kinda disappointingly short, kinda would have wanted some more
I'm very happy to see 10 hp daredevil at least, but yeah
Mentions of improving slayer tools, as well
It feels like they addressed most of the main issues, but they also said so little
Given the subreddits feedback I think a lot of what they got about daredevil was “remake this class completely or dont make it” which is
Kinda impossible to respond to
I'll say, everyone I know who has seen both classes in play thinks slayer is the worse of the two
Slayer looks functional, but only if you take the weapon tool
armor is also okay, but IMO still worse than weapon
the slayer is more compelling for me, but having two subclasses that are absolutely useless is an incredible detriment when evaluating the class at large
People got too caught up in “this shouldnt be a class” i think
I am not too impressed by Daredevil tbh
and do kinda agree with the take that it could have just been an archetype
I think it depends on the level range
I would prefer bloodseeking between 1-5, mail from 6-10 (assuming relentless counterstrike), then bloodseeking with warded mail taken at level 11 from there on out
Daredevil could have been a monk archetype imo, slayer could have been a subsystem
I think the knives one can be good with some significant reqorking
10 HP and hopefully medium armor will help Daredevil, assuming they get the latter
but a bunch of their feats also need to be looked at
So my thing is that i dont think this really matters that much
I think it's fine if they want daredevil to be MAD and as such don't give it med armor, like monk, but it should be better designed for it in that case
Something like expert unarmoured and more uses of DEX in class
The closest we have the slayer gameplay wise rn is like
Ifk
Inventor
And thats inventor
Summoner and slayer both have the 4 action economy thingy, Thaumaturge implements are closer to trophies imo
Yeah I like there being a Maneuver Focused Controller Martial
Monk really isn't that because it doesn't get it's fun tricks for that until like level 8
Whereas Daredevil gets their big maneuver thingy at
1,
So im happy with new stuff
Yknow
Especially since this is the first set of new classes that hasnt been a slam dunk since freakin inventor
And gunslinger
I feel like it's fair when existing classes take so long to get new content
Idk, what I've heard as justification for daredevil existing is that every thematic niche in pf2e is covered so a redundant class is fine thematically as long as it's something new mechanically
I don't agree with any of that, I feel like the fact that we have more interesting niches to cover is reasoning for making more interesting classes than this
Slayer and Daredevil just don't really have me excited for them at all
Necro seems cool, yes
though I still kinda wish they just ditched the remaining spellcasting and just go focus and feats only
I think slayer has some potential for fun builds
So far my favourite idea for it has been stacking int archetype on int archetype
I am wholly uninterested by daredevil, even if I think it's better
I am considering using Pathfinder to run a Project Moon game
Playtest guardian
I still think playtest guardian was good actually
So
:p
Specifcally the -2 ac from taunt was fine
Someone's been using pt Necro in the homebrew game I'm in and it's been pretty cool, definitely an interesting class
Playtest Guardian wasn't great, but people still liked the concept of it
Oh there's a PT necro?
May i 👁️ it
also nice
yeah sure let me look for it real quick
ah, yeah that one
I am mainly wondering what character options to limit
Obviously everyone flavor wise is gonna be human
But mechanically I am open to whatever
Necromancer is a 2 slot Occult caster, with focus cantrips and focus spells to do their thing
Runesmith is a martial with effects they can put on enemies or allies and then detonate later
not sure if there's anything you need to seriously limit
casters can probably be explained as some singularity shit
True
I just wanna set expectations
Rather than let people blank slate and then tell them no
Does aon have a list of variant rules?
While the rules presented in the Core Rulebook are designed to give you and your group a baseline experience that’s easy to learn and fun to play, sometimes you’re looking for more customizable options. That’s where variant rules come in: options to alter the game’s rules to fit your needs. This chapter adds a collection of variant rules...
im still confused why they didnt bring deep backgrounds, gradual ability boosts, or like most of the other variant rules over in the remaster
page space and I'm genuinely unaware of any tables using deep backgrounds
my group did 
I saw that, that's just the ones printed in GM core unfortunately
That campaign is fun. My group started it a while ago and our GM is really good (even though I have issues with his annoying house rules)
big F. Like they ditched the session for a different RP or?
No they got stuck in an event and couldn't bail
the ones from the old Gamemastery Guide are here at least https://2e.aonprd.com/Rules.aspx?ID=1297
While the rules presented in Player Core and the rest of this book are designed to give you and your group a baseline experience that's easy to learn and fun to play, sometimes you're looking for more customizable options. That's where variant rules come in: options to alter the game's rules to fit your needs. This section adds a collection of v...
nah, Polish's link goes to the old GMG variant rules section, if you link it without "&NoRedirect=1" at the end it redirects you to the GMC variant rules
Thats p good
Im pitching a few games for my group
One is the pjm game and one is gonna be dragon riders
ah that's rough
Slayer i hope is good when it properly releases
I really like the vibe of the class
Wait is slayer coming to 2e?
maybe
Well, no it definitely is lol
If they were gonna axe it i think they wouldve been up front
Yes, but to temper expectations, 2e slayer is pretty different from 1e slayer
1e slayer is really just what Ranger is if you don't take Warden Spells
The upcoming Slayer is all about reinforcing your gear with monster parts
Yeag
Although at this point that should be expected
The difference i mean
Especially when it comes to a hybrid class
To be fair
To someone who has been out of the loop on the playtest
If you hear 'Slayer 2e class'
You are gonna assume it's a port of the 1e class
Also called that
Fair
I see
I still hope the 2e Slayer Iconic is a Kholo
Or a Minotaur
-# ↩ Phoebe Bane (@phoebebane.bsky.social)
As a peek behind the scenes, due to the production schedule, we had to write that blog the same day the playtest ended. So we didn't have a ton of time to analyze the data at that point. In fact, we are still hard at work finishing up the two classes!
Hello
Big guy enemy has reach. My character in the middle. Enemy to the right of me.
Does that enemy have flanking with the big guy?
Yes
Great to know
Reach makes it much easier to flank
Foundry claimed otherwise, which caused some confusion
Huh, okay
Oh wait I was wrong on revision
You have to draw the line center to center for flanking
Not just any space
So the large enemy is slightly too far left
would look something like this, which doesn't intersect opposite sides cleanly
Interesting
It's really weird, though. I wonder what the point is of this narrow flanking definition
To hazard a guess, larger enemies tend to be more dangerous, with bigger dice on their attacks, and they don't actually need the buff
And/or
The most intuitive codification of flanking rules they could cook up just resulted in this quirk and they didn't feel it game changing enough to spend page space on exceptions
writing character poetry inspired by Thunderbolt Fantasy's character poems
For Seasons of Ghosts
are u the gm or a playwr
Player
You know, revenge of the runelords, the mythic AP about a group of wizards, weirdly nerfs wizards (and all spontaneous casters but that’s not as ironic).
You don’t start mythic, and so you can’t start knowing mythic spells. You have to wait a whole level before you can learn them.
Oh btw
I used Shielded Arm on our Monk who's whole shtick is one-armed dueling sword
and the entire rest of the session was just him going "this spell is so fucking broken"
I used it in our Season of Ghosts game ||Right before he dueled the Buso||
for cool dramatic buffs
They'll be so excited when they learn about actual shields /j
Well he's an Aldorie Duelist (which is being reflavored for being a samurai)
Yeeeee, I just find it very funny that they are so chuffed by a spell that
Like
Gives You A Shield
Yeah but it's "gives you a shield but doesn't counteract all your duelist and monk bullshit by letting you keep a hand free"
Is there a resource from which I might learn which kinds of loot are appropriate for a given class?
I‘m both looking to learn this as a GM, and to poke another about stuff my scary witch could use.
How is the AP, otherwise?
Oh man this is complicated
I don’t think it’s super fixed but in very broad strokes everyone wants magic armor/runes martials want magic weapons and such, and casters want extra magic, and everything else which is kinda for utility can be useful on anyone
casters like staves, wands, and scrolls, as well as focused items
martials like weapons
everyone likes consumables and skill items
there are also some class and feature specific items like the tactician's helm (which keys off reactive strike) and the instinct crown (which is for barbarians)
Extra magic can be good for anyone but it’s great to carry your nice-to-have utility spells in scroll form not with daily slots
(casters also like weapons sometimes)
my GM actually put +2 handwraps as loot at one point because my oracle is an unarmed attacker
I mean, it starts really cool (our GM ran some prelude stuff, so I’ve only played like the first hour of the written campaign. But it is a very cool hour)
Gonna get the foundry module for Guilt Of The Graveworld soon
VERY excited
Is there a Starfinder for Foundry now?
yeah
Neato
I need to check out how the module that puts SF2 content into PF2 works sometime
It works very well!
Source- I have been too lazy to remake my GOTGW campaign for the Starfinder Foundry System thusfar so have just kept running it on PF2e with that module
if I run PF2 again, I'm feeling like I'll just allow picking SF2 classes to people too
maybe minus Operative, not sure yet
Operative is the primary suspect for 'just better than a given PF2e class' yeah
Though now that gunslinger gets slinger's precision it's not a big difference
Operative also gets weird with weapon access
like if someone played a Soldier, I would probably give them Starfinder weapon access (reflavored to something magical if necessary)
but for Operative I'm less sure
but it might still be fine, don't know
it's ultimately still ranged damage (except for Striker)
so it's probably not a huge issue
tbh
Soldier with PF2e gear restrictions is still pretty good, you just don't get a subclass
You just go CQB and rock a greataxe or something
Fair enough!
all the other classes I think would just work fine anyway either way
Mystic especially I think could be cool
Yeahhh, the magic classes def work for PF2e
I hope they go through with the idea they talked around a bit
Of making SF2e class features and such for the PF2e classes
we'll see
Hello.
Starfinder charachter idea. Very goth Zon Shellyn worshilping Inventor with weapon innovation in the form of a prosthetic arm
Operative is just a really good damage martial at the end of the day, I wouldn’t be that bothered
A party with a soldier and witchwarper (witchwarper is fine by itself but it’s mainly that synergy) is what’s gonna get problematic in pf2e imo, party hits level 10 and the witchwarper drops the melee enemies in greater difficult terrain right before the soldier hits them with a 20 ft speed penalty
I think it should be fine but you really want to nerf soldier’s speed penalty imo
not yet, though I'd be very interested in it as a non-solarian melee
though I've been playing everything else as melee anyway
envoy, operative, witchwarper
my witchwarper is a warblood vesk with a lot of investment in strength/athletics
and medium armor proficiency
so it's basically just cycling between grenades, thunderstriking everything in sight, and biting/grappling
my envoy is built for disgustingly strong damage output and tanking
my operative is a striker who switches between knife, unarmed, pistol, and sniper rifle
Is the Soldier good?
I've seen it be very effective
I have been playing organized play where you usually fight 2-5 weaker enemies rather than single bosses so the area attacks have been very reliably strong
Makes sense
It's a contender for the most powerful class they've printed in 2e
great defensively
martial that can use key attribute to demoralize
aoe martial
You have a spammable aoe damage option that also comes with a free strike (which reduces an enemy’s save against the aoe) that also inflicts penalties to speed and strikes (which you can double at level 10), on top of having legendary ac, fortitude, and class dc. also being con key and swapping everything with con
TBF, I think that’s true for like half of the classes so far.
Soldier, operative, and mystic are definitely contenders.
Witchwarper can be in the right hands
Like, they did a great job balancing the classes (except solarian, and maybe envoy)
my melee envoy is scary as shit but that's because it's optimized to be as good at maneuvers as possible and also deal an absurd amount of damage with a get em
1d4+7 damage with get em at level 2 since it's +str and +cha
korasha lashunta with a pulse gauntlet, so +9 athletics (expert at level 2) and then +1 circumstance to shove/trip from korasha and +1 item to shove/trip from pulse gauntlet
also has the worst possible perception a character can have at that level
but going last is fine for me because from the front has a directive that uses everyone's reactions, so if I go first they might not have their reactions yet
and everyone getting to move for free has been very useful
it's basically a 50/50 split between using that or get em on any given turn
Kinda seems like SF2e is in a pretty good place
4/6 classes being arguably the best is pretty good
yeah
galactic ancestries introduced standardized ancestry feats, a thing that people have wanted in pathfinder for a while
the power level of the game is generally higher across the board
Solarian just feels kinda lackluster
I've seen a generally very effective ranged solarian
They should have leaned more into them being Kineticist like I feel
and that's with building against the class's strengths
I think the character I've had the most fun playing was the striker operative
I just like being able to switch between ranged and melee and be really effective at both
because they're still good at ranged combat, they just don't get the best guns
but semi-auto pistol is still a good weapon
I've also played the playtest mechanic
mines might actually be a bit too strong since it's possible to add intelligence to damage twice
I think that's fine tbh
probably, it just feels too strong
Yea Solarian is strange
It doesn't, like
Get
A damage feature?
I think the bonus effects you get from stellar/graviton attunement are supposed to fill that role but that stuffs like really minor
We have a Solarian in my GOTGW game and she does like
Fine
But I can't see myself enjoying the class that just like, strikes and occasionally does a bad Kineticist impulse
Season of Ghosts toniiiiiiight
it just feels like most of their features are "you have a melee weapon" and then the weapon isn't even like particularly good
i havent gotten to play a solarian in 2e yet but i played one in 1e and it was a blast
but yeah everything ive seen of their 2e kit feels kinda eh
Feels like they overvalued the Reactive Strike esque feature the Solarian gets and didn't add more to the class because they thought that took up more of the budget than it really should
does it also do the monk thing where they get a ton of random features, but none of them do anything?
not really but that's more because classes don't work like that in 2e anymore
the unchained monk also didn't work like that
you could simply not take the useless features and take something good instead
but yeah I do think solarian is the class I'm least happy with but it's a relatively high floor
it's just weird to me, because the draw to Solarian to me was always the attunement to Solar/Gravity and doing cool stuff with that
there aren't any I really dislike
and SF2 Solarian drew that way back, and mostly just wacks people in melee with some riders
oh sf1e had a really cool alternate class feature iirc
it was electricity and magnets iirc
I feel like they really wanted to do "one class for each KAS" in the SF2 book
yeah
and that just made Solarian end up with Str KAS
I think it took feedback to even have charisma for witchwarper
and then immediately the next two classes are both int
They should just start making new KAS for each new class.
Technomancer is a sanity caster now.
you're right pathfinder should have 31 ability scores
Animists should be ennui casters.
Operative is just a ranged martial with really good damage imo. Soldier and witchwarper are the two competitors from my pov, mystic is close after tdz nerf but not quite to me
I mean, really good damage is a very good quality in a class.
İ mean. Soldier has really good damage, too with crazy durability and lockdown, in an aoe
The Jinkin really do love making the argument that ontological evil exists and you shouldn't feel bad for killing them
Yeah theyre
Really weird
I actually dont like the SOG jinkins lol
Theyre too silly and yet also brutally evil
Fey are in a weird spot where they stayed the same post alignment deletion, but unlike outsiders and undead don't really have a justification for that
There's just evil and good fey still
Despite fey being, by all accounts, 'the first world's Alpha 0.0.1 version of humanoids'
Where can I learn more about Pathfinder‘s cosmology, e.g. what the First World is?
they've released a few sourcebooks focusing on the cosmos of their setting. for the First World, specifically, we're actually getting a Remaster-compatible sourcebook later this year
Oh also
Very funny SoG thing that happened
||We found out the seeming BBGE of the act was in the abandoned Tea House in Downtown, which two players, COMPLETELY ignorant, had made their house||
our group leveled up and my oracle now has the focus spell life-giving form
which is something I've been looking forward to since the start of the campaign
our group is getting back into our adapted carrion crown campaign finally, after a blood lords 3 month detour!
im returning to playing my champion
apparently GM is also juicing the game due to interest in players in getting to level 20 by end of campaign; so I'm level 12 now at book... 5 I think? We're headed to the capital
it's in the download link under the survey section
wait is this real?
yeah
Yes
YEAH LMAO
Occult caster, cha KAS, 8 HP per level and medium armor prof
That's right
The druid of the future is the E-Girl
Unironically the class may be too strong
From what I'm seeing at least
It looks overtuned
Which admittedly i find kinda uilarious
OH
Wait
They aren't FULL occult casters
They only get focus spells, and their main actions are a seperate thing
I need to give this a very thorough read
They admittedly kinda remind me of the Kineticist, mechanically
gonna need to read this after dinner
Honestly it seems like a Bard-Kineticist of SF2e
Okay so what I get of it so far-
Luminaries mark out individuals similar to Ranger does, putting their Spotlight on them, then they can modify what effect the Spotlight applies by switching between Roles
You can Spotlight yourself or a friend with a beneficial role, or an enemy with a debuffing one
Yep
That's very promising to me tbh
I want more Kineticist like classes
Gonna read it and check back in I am so excited
Admittedly, right now I see uh
I don't see how this class is particularly overpowered, unless it gets some crazy stuff at later levels
At level 1 it seems
Milquetoast
Though, being able to debuff specific saves is neat for helping your caster pals
If I were to ever play Starfinder I was gonna play a Gap Touched Shobhad Slayer but this seems fuckin cool without checking the doc so maybe my top spot will be changed
This does seem neat!
Also meshes well with this
You can set yourself up to RK anything with minimum action loss
If you miss, you do have to reapply ironic to yourself, but
LMAO
You can use this
To reduce a characters lowest save by -2
With Irony
(Irony spotlight is +2 to lowest save, -2 to highest save)
Oh thats pretty strong for caster support
Yeah Luminary seems like a bizarrely caster-geared support in that most of it's stuff is touching saves
No free Legendary Performance proficiency is odd. Gonna have to mention that to them in feedback
Everyone else please do the same
LUMINARY
Requirements A creature is in your spotlight.
You immediately manifest a hologram horror that appears in
front of your foe with no warning. You attempt to Demoralize
the target in your spotlight, using Performance instead of
Intimidation and ignoring the usual range of 30 feet; this
attempt to Demoralize has the auditory or visual trait, or both,
depending on the nature of your performance. This check
doesn’t take a penalty if the target doesn’t share a language
with you.
Special If you or the target have the horror or pressure roles,
you can Demoralize the target even if it’s temporarily
immune to your attempts to Demoralize it``` Why in gods sweet name is this level 14,
10d4 healing.......... welcome to the out of combat patchup club Diva Luminary
Not bad for out combat healing yeah
Okay hm
Yeah I'm not sure about Luminary
It's very strange and that makes it hard to judge though
But, I feel like the spotlight benefits aren't enough to be your bread and butter
They do seem to get full martial scaling tho, so maybe them Shooting Off Their Gun while doing all this stuff makes up for that
I'll have to see what big sticks you might want to bring on them
Very interesting class. Needs work honestly but it is quite fun and alot of the options do seem cool and able to be taken in several ways
Focus spells do seem lacking tho.
I think it has potential but needs alot more
I think I might have preferred them being full occult casters but I like occult casters so
They could have had a witch scenario going on where they weave spellcasting with applying and modifying spotlights
This legally allows your GM to load FNAF jumpscare gifs into Foundry for ability FX
okay this one is hilarious
Lmao
okay yeah on a readthrough, feels interesting but also kinda weird
you can do some interesting stuff with the spotlights definitely
My favorite Starfinder Thing is the Witchwarper ability that lets you erase someone from reality. With no saving throw if they're low level enough.
Consume the grenade???
Consume as in use. As in Consumable Item
Not eat
Also pretty strong which is nice
My initial thoughts on luminary: I love this class and concept, it seems very fun but also very complex, managing spotlights and everyone's roles. I've heard a few folks' concerns that this is an envoy 2, and that they're just making a replacement class to fix the bad one, which... Idk, envoy doesn't really have any sort of entertainment/arts theming with it.
Shout out paizo for making a dedicated focus martial (monk ranger and champ aren't dedicated) those are the coolest martial builds after all
Envoy is also pretty good honestly. Directives only alright but the class as a whole is awesome
Directives are the main gimmick, and they've got some problems
I think the current state of envoy is fine
I play a melee from the front envoy that's weirdly good at trip/shove and does scary damage with get 'em
turns out adding charisma and strength to damage does a lot of damage when you have strength at +3 and charisma at +4!
it's 1d4+7 with pulse gauntlet
and +11 trip/shove
I'm doing something similar in a game I'm playing in soon
Guns Blazing Envoy with a Breaching Gun, Talon, and Rotating Pistol
He can Get Em with the breaching gun for 1d10+4 and the buff application, or depending on the tactical scenario, set up his allies and switch range brackets by using Ready Arms
Swap his shotgun for his pistol for a long ranged shot, while allowing someone else to shoot the same target, or run into a flank, swap to his talon and strike, and his flanking partner also gets to strike in the flank
(On the face of it, this may not seem very similar but, breaching gun has a range increment of 15 feet 💀)
Making a dex dumping melee gish on a cloth caster, ama
How do you not die
yeah that's uh
real bold
I can only assume 300 scrolls of blur
my melee witchwarper only has +1 dex but I took medium armor because of that
Heal 
(and guardian dedication with armor proficiency Gen feat)
Cloistered cleric
I was originally gonna do warpriest but realized a centaur punishing shove build would deal more damage than a warpriest striking, and give a +2 to spell DCs
ah
Oh, well that's not a cloth caster anymore :P
what
sponsored ad for grenades
YeH envoy is an okay class and this is obviously a different thing
Once again pointing to the “classes are allowed to have similar themes” sign lmao
Are there any PF2e ancestries that work well in SF2e mechanically?
most of them, I'd assume
Just as in porting them is possible or one that meshes particularly well with SF combat?
What's the best transformation spell
one of the Fiend forms
Dragon Form
or Sacred Form
actually i have a related question; cause a friend who is new to 2e has taken a few form spells. When you cast, you just get the described stats right? you don't swap stat blocks or anything?
Sacred is pretty decent ime, though it's partially dependent on how good your favoured weapon is
I don't think the raw traitless d6 version is worth the squeeze usually
the described stats replace the relevant stats but you keep the rest of your stats
I like dragon form for the breath weapon and flight
I'm playing a Summoner without a diety really
Might still be fine then, I generally tend to think of it in the context of casting it vs. just being a war priest
In which case it's usually just a +1 to what you're already doing and a damage upgrade
well if you're a warpriest you're probably specced into using weapons and armor
the form spells are for casters who aren't doing that
Even then, if you use it at level 11 (when you get access to it) it just kinda makes you a strictly better martial for a fight
Still not a bad deal imo
yeah
they're meant to be something that a caster can use to be an off-martial just in case, I think
Yeah, it's just not something that's often relevant ime, and I say that as someone who kept dragon form on their spell list for all of Kingmaker
I really tried
Unfortunately the numbers just don't work out well
I don't get much use out of them but that's because my casters usually start with at least a +2 or +3 in either str or dex
I just find for most full casters there's seldom going to be a situation that justifies giving up that much utility for so little reward.
I like being able to switch between striking and casting spells and form spells actually make that harder
looks cool and justifies me taking Tandem Strike
yeah form spells with tandem strike are great
As an example, I've seen a party member go for battle form druid with FA fighter access to try and squeeze as much value out as possible and it was still generally kinda flaccid
though I had an idea for an off-martial summoner in heavy armor for a tandem strike build
I think the initial idea was hellknight but it would also work with sentinel
I do think Summoner is in a unique position to use it well bc they're not full casters and most of your class strength is in your Eidolon which isn't disabled by it
Undead
hm
any traits on the attacks?
like the maneuver traits
could go for grasping limbs if you have grapple
flexible transmogrification also seems good
thank you
also good pointing out the form change spell synergy with the summoner, I haveo ne for a blood lords campaign thats on pause rn
They do seem to have made it sufficiently distinct, but I can't shake the "this could have been an archetype" gut reaction.
This does way too much to be an archetype IMO
Yeah it's
Yeah,
It's one helluva class and I love it
I DO wish it was a full occult caster but I understand some of the angles they are trying to use for Luminary (star athlete, FPS champ) are better served by blasting things
Though 'FPS champ' occult caster whose blasty spells are hardlight weapons would go hard honestly
For me, I like having a dedicated focus martial
Also this way, it doesn't feel like space bard
What's the issue with the envoy?
To me they kinda feel like a classic scifi space hero leader type, with some roguish charm and a varied skill set
As someone who just watched the original star wars again I have a hard time comparing it to Han Solo, because Han Solo is largely just a dumb chode (admittedly affectionate) who causes problems
But yeah I do think Envoy fits the vibe of the Imagined Han Solo, the underworld schmoozer that can talk his way out of most situations and blast his way out of the rest
hey, to be fair he also piloted what was effectively a semi truck down the trench, hes a notably skilled pilot (reportedly)
he solves like... 2 major problems!
Non-good version of war for the crown in which the princess is the one who wants to invade their former provinces
Normal amount of lore
In this case only one of those is actually from additional lore, the rest are either from a relic, feat, or background
Dare i ask what white witch is
SOG DAY
I believe it's an ssc defender frame
They're a witch of Baba Yaga from Irrisen, the White Witches are the surviving family of the previous Queens, the character isn't really on good terms with most of them but they were a major part of their learning
hence the free background lore
Ah
You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.
There's a kinda bad ancestry feat for it and everything
Oh also
Tomorrow my players do the Bullshit and finish my campaign
This involves fighting through multiple extreme encounters + a two phase boss fight
(Theyll be alright)
The final boss is the Archangel of Justice who mid fight becomes the nascant demon lord Genocide
Which are a level 23 and four level 20 creatures in a trench coat
Respectively
Season of Ghosts is really fun
Anyone have any cool ideas for building around a meteor hammer?
it's a good weapon for the basic reach Fighter
or just anyone else who wants a good reach weapon
Backswing is a lovely trait for a barbarian, and they like athletics also
Feels like a really cool weapon to run for a fighter from tian xia
I played a Fighter that was an escaped Chelaxian halfling slave
His meteor hammer was his old foot shackle that he snapped off and turned into a weapon
friend's planning to run hellbreakers and i made a tentative design picrew for my pc while im still burnt the fuck out on art (picrew link)
mixed nephilim cleric who i love so much
name of Senja
Cleric of who?
Hey pretty sure that's the picrew I used for my pfp! Nice
How do you pronounce "kholo"?
I pronounce it as Coh, Like 'Go' but a hard C, Loh, like 'low'
That's my intuition as well
Same
I do the 'kh' as 'ch' (as in 'bach' but maybe softer, not 'ch' as in 'charter' or 'church'), which ends up fairly similar to Namoeleon's
[Reply to:](#1161695831775248426 message) How do you pronounce "kholo"?
See, I‘m confused because I‘m German and "ch as in bach" is the problem I seek an answer to, not its solution.
Apparently the sound I'm looking for is Voiceless velar fricative or Voiceless uvular fricative in IPA, depending on the stress I put on the 'ch'
Ah! Thanks for putting so much effort into finding this out!
Finished my big pf2e home game last night
noice
prismatic ray / radiant prism
divine lesbian polycule my beloved
yesssss
Something i was wondering about, the players guide to blood lords says druids are unusual in Geb. But like... there are still major forests, there are massive grain fields, would there not be druids?
I guess it's a mechanics thing since so much of your stuff has like vitality or positive tags eh?
Geb has done a lot of work to make most of the natural processes not that.
And a lot of the normal positives that druids can bring a community in terms of animal and crop care and the maintaining of wild spaces just aren't a concern.
They still exist, but it's very much a rarer option.
Hmm so one could be justified in geb, just need to be aware that they'd be living within the laws of the land n such?
Not only laws of the land, but also a culture that actively goes "That natural life thing is bullshit, we'll just do Undeath."
Hmm, I can imagine a character to rp that way, is there a way to build towards that too with druid options?
Also undead druids are a thing, right?
Occasionally; in 1E there was a druid lich equivalent
yeah, siabrae I think
There was also Shade of the Uskwood, which gave you access to animate dead and the like.
the siabrae did also get printed in 2E with the Book of the Dead
Theyre actually stronger than a lich by default
Theee was. Sigh. I. Feel like i need people around me to be encouraging
Subscribers got their PDFs for Hell's destiny today, we now know how the hellfire crisis ends up
How does it end up?
Also wait is it a single AP? Not divided into parts like most APs?
A few things:
||Towards the end of the AP, players learn that Abby Thrune II has a deal to make Cheliax into a 10th circle of hell and become an archdevil. They manage to contain it to central Cheliax, which is now slowly morphing into a hellscape.||
||Overall, the war is an Andoren victory, with Cheliax losing massive amounts of territory (much of which is Andoren gainings called New Andoran), and control of the arch of aroden due to Corentyn's independence. Ravounel nearly doubles its land in the balkanization of Cheliax. ||
That's how APs are structured now
they're releasing APs as one book now IIRC
no more staggered releases
Nice
||Nice, does Abrogail survive? Cause that seems like a pretty major setting change||
||She does indeed become a new archdevil AIUI ||
Nwat
||Yes||
||Can't imagine she is happy about this though||
May have to find a group for this AP
||I mean it was her plan, it only just didn't affect as much as she wanted||
||She made that deal, it was her idea||
wow
but yeah, pretty big shakeup settin wise
||Chitterwood broke off from Isger after it became independent||
I'm VERY interested to see how ||essentially an infernal Worldwound|| shakes out
||Whether stuff will be stable or if we're going into||
Well
||WOTR but devils||
||The devils will definitely be using this to try and expand, but I don't think it'll be an immediate invasion attempt or anything ||
||But it does give them a legal foothold in the world now, where they can appear ||
||Wait shit this is just a Hell Worldwound huh||
||Worldwound 2 is cool but... I don't like having 2 mythic level threats emerge at the same time in the same region, when we know one of them will be forced to stagnate because it doesn't make sense to publish world ending threat AP's back to back||
||and both of them will be pushed to the side for a bit. Since other APs are coming out first.||
||They will ABSOLUTELY release world ending APs back to back, Revenge Of The Runelords just went down and I feel like Tar Baphon will be coming in with a steel chair not long after the war stuff winds down||
I feel like any Tar Baphon stuff is still gonna take a while
||What's the other one?||
it was the final AP in 1e, so I think they're gonna save him for later this time too
||Szuriel||
||the War Horsemen? Is she in the Runelords AP?||
||she basically replaced gorum||
||Or is her fuckery in northern Old Cheliax different||
||She seized control of Molthune in ~4725||
||As part of her plot to replace gorum||
||Did she succeed||
||iirc molthune is just attacking places randomly now||
||not quite||
||at the very least there was something about attacks that weren't actually authorized by the leadership||
||The national army is focused on Nirmathas, but civilian militias are also attacking Isger and Druma||
Tar baphon doesn't tend to do much, really
He's in his ominous tower in an ominous island in an ominous lake
he nuked the shit out of lastwall, tried to nuke absalom, then ate shit in belkzen and decided to go be sad on his island
Yeah so far there's basically been a split between uh
The Proper Molthuni Miltary Types who want everything done smartly and pick their targets
And the War Frenzy kicked up by Szuriel which has random civilians and officers ordering suicide charges and such
Didnt he get empowered by the Godsrain or something
something somethin, this too is Tyranny
probably yeah I think there might have been a pfs scenario where the whispering way got a warshard
He might have a warshard
I know there was one in numeria
there is a Mythic archetype about having one
Oh?
but otherwise not exactly I believe
Whats it called
They do not really have a uniform function
Every warshard that HAS been shown to have Powers had different powers
warshard warrior
For example in Nidal the leader of the Horselords made an artifact spear out of one, while Hellbreakers goes into the function of another warshard (to be purposefully vague) and it's entirely different
Actually just noticed the new Mythic Paths from the Runelord AP
Are any of them good mechanically?
Warshard is pretty decent
yeah athlete's ally seems fun
Avenging Runelord is also pretty okay I think?
especially if you have a shifting polearm
Timewracked seems fun
Avenging runelord is good… for any charisma caster. It sucks on wizards due to the spells being cha based
||Does Nidal grow as well?||
Don't think so
Also this solved one of my older complaints about 2e APs
||In that a lot of them feel like they dont impact the overall setting much. But this is a petty major deal I think||
||the Hellmouth I mean||
Honestly this AP would make a good Owlcat game from what I'm hearing
I don't think owlcat wants to do pf again
Barnes and Noble just spoiled 4 unannounced upcoming books.
||Im not sure we need treasure vault 2, but who knows, the self leveling items seem interesting||
||Relics kinda fill that niche but I do hope the levelling items thing is done well. I find most items have such a short lived duration of usefulness due to the static DC.||
||Hwangott AP is hype, it feels like nothing ever happens there sometimes||
Not!Korea
||Also, a second time traveling campaign? But this time it’s not a spoiler?||
Gorcha
||sounds less like time travel and more In Media Res||
||Alos we sorta already knew about the Fae LO book||
||Everything else is news though||
||Thats not the fey book.||
||Thats a spirit world book, which is generally not considered fey stuff||
We still need LO Casmaron though
We have next to no lore about the entire continent, despite it being very plot relevant to the setting
It'd be nice
Im waiting for LO Earth.
Come on, show us what WWI is like when there are a few real wizards involved
I do find the implication of Earth's mythological pantheons existing and interacting with the setting, though Godsrain cut a lot of it back and I imagine that was an intentional move
Earth is canonically Lovecraft Earth iirc
So Earth has Gods. Just not ones like Golarion
The entire Egyptian pantheon is present, sans Thoth, and it's implied to be the same set
Or at least, was, iirc after Godsrain they've gone MIA but I could be wrong
Some, but not all
Nethys emerged as the victor and cast Thoth away from Golarion. A whirlpool appeared at the site of the battle, and a coven of the hag goddesses Gyronna, Mestama, and Alazhra entered it to begin performing a ritual of unknown purpose. This spurred the Osirian deities Ra, Horus, Anubis, Osiris, Maat, and Isis to rise in opposition of them, but the old gods of Osirion were unable to disrupt the ritual. However, Gyronna briefly stuttered while reciting the ritual, an error that offered enough of a chance for the Osirian deities to intervene. All nine deities vanished in a flash, their fates unknown.2
just the 3 hags, ra, horus, anubis, Osiris, maat, isis, and thoth is in space
||Peaceful Korea analogue. It's kinda boring currently imo||
all other kemetic gods are around
||THANK YOU||
Its crazy the writeup in LO Tian Xia is basically "everything is perfect and happy yippee" when bachuan gets totally destabilized by one outside agitator
Im genuinely amazed we have next to no details on Casmaron beyond scraps from elsewhere
Lotta good stuff in war of immortals for casmaron which is nice. But full book pls
||Potentially largest continent in the setting with a country that had a significant historical impact on most of the inner sea region btw ✌️||
Yep
Plus the Kelesh and Vudra empires
Which we also have gave very little direct info on
This omg
"This is hwanggot, or Nice Place. It is very good and peaceful here. Hwanggot is known for their good and peace"
But nonetheless are very plot relevant
"Also we have No Face here"
I'm referring to kelesh
We know a good bit more about vudra I feel
At least next to kelesh
Faur
Qadira is also technically part of it though we mostly know them from conflicts with Taldor et al
Qadira is the only Satrapy we know enough about to make a wiki page just because it's the only one involved with a nation paizo actually cares about
The King of Qadria pretty openly hates Taldor and wants go to war, the only thing stopping him being that the Kelesh empire told him not to do that
They even sent an advisor to keep am eye on him
It was a relevant detail in my group's Stolen Fates game
How so?
Our group's undead was a Qadiran Champion of Shaelyn who was brought back as an unwilling undead, initially it was framed as a cult acting autonomously but it was later revealed to be a false flag by Taldane war hawks
Not ultimately relevant to the plot of the campaign but it was a fun backstory moment, and tied 2 PCs backstories together
Nice
That champion was very fun, I think the best way to describe him is toxic body positivity
Turned into a horrific monster against his will but instead of vowing vengeance and seeking a cure he basically just went like this:
(This may or may not have been an intentional effect of the ritual)
Who was he a champion of?
When he was alive, Shelyn, after the fact, Lamashtu
Our Stolen Fates party was fairly edgy but it was all done intentionally, very much leaning into the dynamic of a group of self-interested assholes who still ended up fighting against the antagonists just bc the stakes of the campaign are so all-encompassing
First fight of Revenge of the runelords. It took 14 rounds.
Another day of hyperfixating on a game with another two weeks until session
How?
||the enemies scattered at like round 3, and managed to bring in every other encounter in the dungeon. We still managed to win though||
Ah
Finished off a 1e Kingmaker boss fight session against Armag the Twice Born.
Took down 2 PCs, but they did win the fight with a non-magic Longsword. Not even masterwork.
Nice, he ended up being one of the easier fights for my group. Still fun though.
Still figuring out how to potentially jusitfy a Kholo or Fleshwarp character for Hell's Destiny
Kholo is harder but I can give you a pitch for Fleshwarp potentially
Shoot
There's something beneath Westcrown that creates Fleshwarps, notably a noble went missing for a time and came back as one. It's not clear if it's related but it's also canon that Westcrown is built on top of Jistkan ruins.
Oh yeah, vaguely recall that
There's something in hellfire dispatches that may help but not at my comp atm
That noble also directly tries to work against discrimination now iirc so there might be something you can do with that angle.
What was it? I have the book
iirc there are kholo mercenaries in Khari, Corentyns sister city just across the strait
But I forget if rahadoum or cheliax hired them (which would heavily effect the possibility and motives of one crossing the strait)
In general as a port city literally as close as possible to garund without being on it you can expect garundi Ancestries to be common
Fair enough
Okay wait
So ive been thinking about how to do a Blood Magic archetype, right
Cause sanguimancer is kinda jank and bad
And i havent been able to figure out until NOW
okay so: wizard archetype that replaces your study and school - i am NOT looking to balance it against other wizard stuff since wizard is kinda weak, as much as im trying to balance it against other casters like witch
You get Blood Points, maybe some amount equal to like
Ur level + 2
And you can spend them to apply metamagics, maybe get spell slots back, and do special archetype actions
And these blood points refresh daily but you can also make yourself drained in order to get some back?
Is this onto anything
Im thinking BP to restore a spell slots is the spell rank x 2
Season of Ghosts tonight :)
Man, Laughing Fit and Roaring Applause are REALLY good
Theres certain monsters it just totally turns off the threat of
One of the encounters we fought in the home game I'm in was several giants and a turn one mass Roaring Applause basically trivialized the combat
Laughing Fit has been doing the same since level 3, honestly I feel like in terms of raw impact most of my Witch's contribution to the party has been those two spells plus the occasional high value Synesthesia
it makes lesser deaths tolerable
Oh woops, spoilers
My Eidolon did 40 damage in one turn to the villain of SoG
or at least the adventure 1 villain, I think
I got a good mass roaring applause off on some insanely annoying enemies the other day, feels so good
teach me the secret Eidolon ways...
I am only level 2 so my secret is:
If the enemy is debuffed just boost eidolon and have it kill the guy
yeah, valid
evil pedant GM who implements a Supine condition that doesn't interact with any features that trigger off being Prone
Magus got a 500+ damage crit tonight
half of it was friendly fire but that's still damage I say
I don't think he was expecting me to move my eldritch emeritus into the fray right after he got a winter bolt crit but that's on him tbh
Yes, it did kill the npc
Tryijg to figure out how thats 700 damage
The original meme says 007, so this version is 700
Basic question as I‘m staring at these screenshots: Can you have damage subtracted from health automatically on Foundry?
And can you make saving throws for enemies in bulk? The finnickiness of it all used to make me suffer.
yes to both, though iirc neither is a base feature of the pf2e system, you have to get modules that enable that stuff

