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[GENERAL] New Releases.

Posted by The Dungeon MasterFor group 0
praguepride
player, 100 posts
He's proud
of Prague
Mon 12 Jun 2017
at 21:05
  • msg #18

Re: [GENERAL] New Releases

Just as an FYI paizo is partnering with Owlcat Games to produce a cRPG version of the Kingmaker AP.

https://www.kickstarter.com/pr...pathfinder-kingmaker


For those of you who might be familiar with Pathfinder Online, this is a different company completely.

A compilation of information can also be found on the paizo forums here:

http://paizo.com/threads/rzs2u...gmaker-Announced#399


Apparently the game itself is already in a Beta format, they're going to Kickstarter to expand on other things like more companions, better art, voice acting, and other general "more content" but unlike many (delayed/failed) projects this one has a solid build already.
praguepride
player, 103 posts
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Sat 8 Jul 2017
at 21:42
  • msg #19

Re: [GENERAL] New Releases

Last couple of days for the cRPG kingmaker kickstarter. Join while you can :D
praguepride
player, 104 posts
He's proud
of Prague
Tue 11 Jul 2017
at 01:17
  • msg #20

Re: [GENERAL] New Releases

Final 24 hours for the Kickstarter campaign. I have to say the videos they have look gorgeous.

https://www.kickstarter.com/pr...ingmaker/description


Here is the up-to-date thread compilation of everything we know about it from various sources.

http://paizo.com/threads/rzs2u...gmaker-Announced#708
rekmond
player, 20 posts
Fri 27 Oct 2017
at 22:55
  • msg #21

Re: [GENERAL] New Releases

So we've had Drop Dead Studio's Spheres of Power, an alternate system for magic use, for a while now. Just this month the pdf copies of Spheres of Might, their kick at improving martials, were released and put on sale.

The gish material is still in playtesting, but I'm fond so far of this material that, in my humble opinion, challenges Dreamscarred Press for the top 3PP material.

And much like our Dreamscarred overlords, the basic material is easy to find without paying. Granted I prefer being able to look at my kickstarted PDF, but the material can be found very easily otherwise.

What is people's take on this system that I like to compare to "A box with several lego minikits in it. You can pick up and use just one, or build a character by mixing and matching from among them."
praguepride
player, 147 posts
He's proud
of Prague
Tue 28 Nov 2017
at 13:47
  • msg #22

Re: [GENERAL] New Releases

Anyone check out Ultimate Wilderness yet? Curious about the feeling behind the new shifter class. Is it viable in regular pathfinder or is it like Ultimate Intrigue where it caters to a specific niche?
praguepride
player, 176 posts
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of Prague
Thu 19 Apr 2018
at 17:59
  • msg #23

Re: [GENERAL] New Releases

On a side note I am currently about halfway through the Pathfinder: Kingmaker beta release. It takes you through the 1st book, basically.

Overall it feels like a Pathfinder version of Baldur's Gate. Heavy emphasis on story and narrative, so far there was one cool puzzle, one of those switch ones like this switch turns on 1 and 3, 2 turns on 1 etc. and you have to get them all aligned. I like those because if you just tinker with it long enough you can figure them out with a bit of luck.

You end up seeing 8 companions and build a party of 6 (including protagonist) so they come pretty hard at you.

For those of you familiar with Kingmaker they have done a LOT of tinkering. The major beats are still there but things are quite a bit different so even if you're very familiar with Kingmaker it feels like a GM twisting stuff for his own purposes.

Combat is easier to follow due to large timers that show when people are playing turns. Exploring the map is actually a lot of fun. The world map/hex grid isn't freeform, you have to follow "trails" that connect points on the map and so while you might know generally where something is you don't necessarily know the quickest route there. This helps do things like enforce crossing the rivers at specific fording places and makes it feel a bit strategic when you're trying to figure out the quickest path from a to b.

Some cons are that there is still a lot of missing content. Character customization, item descriptions and icons are a lot of placeholders. Combat (on Core Rules) can be pretty rough. I got MESSED UP by an enemy priest with selective channeling just sitting back and spamming Channel Negative Energy. Dealing 1 or 2d6 damage automatically to a group of 2nd level characters over and over again was brutal...

Encumbrance is buggy as hell and has a big impact on play. Without carts and horses looting is problematic and you end up bypassing a lot of weapons and armors because it just isn't worth your time.

If you have any other questions feel free to ask :)
PCO.Spvnky
player, 22 posts
Thu 19 Apr 2018
at 18:08
  • msg #24

Re: [GENERAL] New Releases

Hmm, is character creation customizable or is it here's your 15 points go play a peasant.

Is it going to be open source so people can make mods for it?
This message was last edited by the player at 19:36, Thu 19 Apr 2018.
praguepride
player, 177 posts
He's proud
of Prague
Thu 19 Apr 2018
at 22:03
  • msg #25

Re: [GENERAL] New Releases

There is a character creator and it is 25 pt buy however it still is a WIP. All classes and most archetypes/feats are there but things like beards and hair types are limited by race. Most races only have a single option because it's still beta and that kind of content creation they are focusing on the end.

My understanding is that there isn't an emphasis on modding like with the NWN games however it is built using Unity so it's a possibility for some future release. I could be wrong but I think their goal is to get a great system and story in first and worry about mods later.
praguepride
player, 214 posts
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Sat 14 Jul 2018
at 23:24
  • msg #26

Re: [GENERAL] New Releases

So for lack of a better place to talk, I'll put this here. I AM SUPER EXCITED FOR PF2!!!

Looking at the new character sheets:

http://www.enworld.org/forum/c...aleros-Human-Fighter

http://www.enworld.org/forum/c...-2-Kyra-Human-Cleric

http://www.enworld.org/forum/c...bus-Goblin-Alchemist

So much stuff in there to love. I love how they're tagging weapons with more traits. I love the changes to shields (you can intercept attacks and the shield itself takes the damage, potentially becoming "dented (lowered effectiveness I think) "broken" or even "destoryed".

It's really cool for a system to fairly easily build in the ability to sacrifice shields and armor in exchange for your HP.

I love how alchemist's are integrated into alchemical items instead of just being "potion wizards".

I like how by default getting an 18 in your primary score isn't outlandish and you still get a couple secondary/tertiary decent scores.

I like how there are three kinds of feats: A racial one, a class one, and a skill one. Skill feats always got neglected unless you were an NPC.

I LOVE the new encumbrance system. Reminds me a lot of FFG's Star Wars where you get an encumbrance level based on your physical stats and instead of tracking weight items just had an encumbrance point. I'm guessing in the rules they will have a general purpose "weight to bulk" formula for conversions.

I'm enjoying the new spells. I like the new Detect Magic especially as it simplifies the fudge out of it. Also if you look at the cleric sheet it says "spell points". I wonder if they're going full arcanist for everything where you hybrid prepared vs. spontaneous castings... probably could read it up in the class or magic guides but fun to speculate at the moment :D
bottleface
player, 35 posts
Sun 15 Jul 2018
at 01:20
  • msg #27

Re: [GENERAL] New Releases

Some of that looks really neat.  If spell points works similar to Power Points from 3.5 I'm all in on that.  It's a much smoother system, especially if you can spend more points to make some of the earlier spells a bit more useful.

I am curious as to why the cleric only has one domain.  I wonder if that's the norm now or a specific effect of some build choice.  I do love the change to Channel Energy though, with it being 1d8+4 instead of 2d6.  As a longtime PF cleric, one of my only complaints was that there was no way to improve the amount of healing Channel Energy could do (unless you went 3rd party).  You could change who it could effect or the shape of it but nothing to change how much it could heal.  However, I realize that may have been a balance choice given that multi-heals were rare but it would have been nice.

Why do I imagine Fighters carrying around 18 shields now for Shield block :D

I do have high hopes for PF2 and it looks like a lot of it is on the right track from the little I've seen.
praguepride
player, 215 posts
He's proud
of Prague
Sun 15 Jul 2018
at 04:24
  • msg #28

Re: [GENERAL] New Releases

I'm thinking that in order to streamline character creation and for overall game balance clerics only get a single domain.

Also re-reading the cleric sheet it seems the "spell pool" was used to power her domain ability while the 1st level spells were prepared and cast as normal.
praguepride
player, 216 posts
He's proud
of Prague
Mon 16 Jul 2018
at 00:16
  • msg #29

Re: [GENERAL] New Releases

Finally reading through the paizo blogs about 2E and sharing interesting nuggets. Magic weapons still add their bonus to-hit but for damage it adds another die. So a +1 longsword does 2d8+STR for damage. This makes me think high end axes will be brutal (5d12 damage is nothing to sneeze at).

Nice to see just raw enchantment being a big boost. Glad to see fewer reasons to leave your weapon as a +1 and stringing along a billion adds like flaming shocking etc
Ventrikel
player, 81 posts
Swedish dude.
Mon 16 Jul 2018
at 09:09
  • msg #30

Re: [GENERAL] New Releases

In reply to praguepride (msg # 29):

Indeed! Getting a raw +3 or +5 to get through damage reduction at most or all times is a big cost compared to getting several more dice with impact and flaming and all that... I think if one did get through more damage reduction with just a stronger magical weapon though (e.g. if +2 actually made a difference too) then it might be more attractive.
Jobe00
player, 16 posts
Role-playing
Game Mechanic
Mon 16 Jul 2018
at 12:21
  • msg #31

Re: [GENERAL] New Releases

Higher magical enhancement bonuses count as different materials or properties to bypass DR.

+3 Enhancement Bonus bypasses Cold Iron or Silver DR.
+4 bypasses Adamantine DR.
+5 bypasses Alignmentxbased DR.

I do like the idea of a +5 Greatsword doing 12d6 damage though.
praguepride
player, 217 posts
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of Prague
Mon 16 Jul 2018
at 12:28
  • msg #32

Re: [GENERAL] New Releases

It doesnt double so +5 = +5 dice so a greatsword +5 would deal 7d6

They also have more levels than just regular or MW. Standard cannot be enchanted, superior can go up to a +1, masterwork up to a +3 and legendary status to a +5. They have also codified how many non-plus enchantments a weapon can get the avoid the daisy chain problem I spoke about earlier.
Ventrikel
player, 82 posts
Swedish dude.
Mon 16 Jul 2018
at 13:35
  • msg #33

Re: [GENERAL] New Releases

In reply to Jobe00 (msg # 31):

Yeah, I mean +3 for cold iron and silver is weak.

Cold Iron Longsword:
15gp sword
+15gp cold iron
+300gp masterwork
+2000gp +1 enhancement
+2000gp cold iron
----4330gp
Silver Longsword:
15gp longsword
+2000gp mithral
+0gp masterwork
+2000gp +1 enhancement
----4015gp

Total: 8345gp

+3 Longsword
15gp longsword
300gp masterwork
+16.000gp +3 enhancement
---- 16.315gp

If one necessarily wants to bypass both cold iron and silver and have magic weapons, it is done cheaper with two separate weapons - it is even cheaper to make one of them keen or corrosive or so as well. Carrying a simple cold iron longsword for 30gp and a +1 flaming mithral longsword is possible long before one can get a +3 weapon.
And the choice between a holy weapon and a +5 weapon for bypassing the DR of the final enemies should not be too tough in most cases.
Plus, +2 really gives no benefit in this regard. So it's a long way up to "finally" bypassing silver and cold iron (which one should be prepared for before level 9 when a focused PC is projected to afford +3).

Hence,
Ventrikel:
Getting a raw +3 or +5 to get through damage reduction at most or all times is a big cost compared to getting several more dice with impact and flaming and all that... I think if one did get through more damage reduction with just a stronger magical weapon though (e.g. if +2 actually made a difference too) then it might be more attractive.


A more specific example:
+1 bypass DR/magic
+2 count as slashing, piercing and bludgeoning for bypassing DR
+3 bypass cold iron/silver
+4 bypass DR requiring any specific material
+5 bypass alignment-based DR
bottleface
player, 36 posts
Mon 16 Jul 2018
at 18:06
  • msg #34

Re: [GENERAL] New Releases

Combinations of abilities are typically more costly but I can definitely see that point of carrying another sword for a specific purpose.  I had a character with an adamantine sword for that reason (though it was play by post so I forgot about it by the time it would have been useful, oops).

I do like this additional damage and I'm suspecting it's something to try to even out the distance between physical classes and magical classes.  At the same time the bonus to hit was always appreciated for those that didn't have full BAB but still wanted to smack stuff.  This additional damage is great though.  I'm curious how this will translate for monks.
Jobe00
player, 17 posts
Role-playing
Game Mechanic
Mon 16 Jul 2018
at 21:57
  • msg #35

Re: [GENERAL] New Releases

In reply to praguepride (msg # 32):

I thought that for every enhancement bonus the base damage is added. Base damage is 2d6, so +1 would be 4d6 and so on with +5 being 12d6.
Jobe00
player, 18 posts
Role-playing
Game Mechanic
Mon 16 Jul 2018
at 22:01
  • msg #36

Re: [GENERAL] New Releases

In reply to Ventrikel (msg # 33):

If you’re crafting a magic weapon, you can make it more efficiently, but if you find a +3 weapon and run across a werewolf, then you’re alright.
praguepride
player, 218 posts
He's proud
of Prague
Mon 16 Jul 2018
at 22:22
  • msg #37

Re: [GENERAL] New Releases

Jobe00:
In reply to praguepride (msg # 32):

I thought that for every enhancement bonus the base damage is added. Base damage is 2d6, so +1 would be 4d6 and so on with +5 being 12d6.


Could be but I thought it just added a die. Won't know 100% until the rules are published...

Also might as well just post the quote on this:

quote:
Of course, potency is only a part of the story. Magic weapons can also have properties. The maximum potency and the number of properties a weapon can have are based on that weapon's quality. Standard weapons can't have potency or properties, while expert-quality weapons can have up to +2 potency and one property. Master-quality weapons can have up to +4 potency and two properties, and legendary weapons can be +5 weapons and have three properties. Sometimes, special materials can affect the number of properties a magic weapon can possess. Since cold iron resists magic, weapons made of cold iron have one fewer property. Conversely, weapons made of highly magical orichalcum can have one additional property, but because the metal is so rare and difficult to work, these weapons must be legendary.


Potency is the new term for "plusses" and properties are non-plus enchantments, so things like Agile or Shocking or Flaming etc.

So a cold-iron longsword no longer costs double to enchant but limit the properties that can be placed on it.
bottleface
player, 37 posts
Mon 16 Jul 2018
at 23:08
  • msg #38

Re: [GENERAL] New Releases

Between this and adding traits to weapons I think we're moving in a good direction. Itll be nice if I feel an incentive to try more than 1 or 2 types of weapons which tends to happen in the current system.
praguepride
player, 219 posts
He's proud
of Prague
Tue 17 Jul 2018
at 03:51
  • msg #39

Re: [GENERAL] New Releases

More (older) updates. Archetypes no longer have to be taken strictly at level 1:

quote:
Archetypes in the Pathfinder Playtest consist of a series of feats you can choose in place of your class feats. Every class gets its feats at roughly every other level, making them a perfect cost for archetypes. So if an archetype appeals to you—say, the pirate archetype—the only thing you need to do to gain access to it is take the appropriate dedication feat. Each dedication feat gives you some basic abilities and adds all the rest of that archetype's feats to your list of available class feats. The only catch is that you cannot take another dedication feat until after you have taken a specified number of archetype feats from the first one. So you can dip into a single archetype without too much trouble, but if you want more than one, you really have to put a fair amount of your character into the concept. For example, let's take a look at the pirate archetype.


Basically each class gives you a class feature every other level. Archetypes instead offer you alternate paths that you can opt in and out of as you like (similar to a feat chain)

As for dedication feats mentioned above, here is their sample pirate one:

quote:
Archetype, Dedication

Prerequisites: Dexterity 12, trained in Acrobatics and Sailing Lore

When you Balance aboard a ship, treat a success as a critical success. You also ignore any difficult terrain, uneven ground, or incline caused by the ship's movement. You are trained with the hatchet, scimitar, and spear. In addition, Acrobatics is a signature skill for you.

Special You cannot select another dedication feat until you have gained two other feats from the pirate archetype.


And here's the Gray Maiden one:
quote:
Archetype, Dedication, Prestige

Prerequisites Strength 16, expert in Fortitude saves, trained in heavy armor and all martial weapons, member of the Gray Maidens

Your Gray Maiden training has steeled you against harsh physical conditions. You become a master at Fortitude saves. When you succeed at a Fortitude save, treat it as a critical success. You also gain access to special armor: Gray Maiden plate. Gray Maiden plate is a level 3 item that costs 600 sp, grants +7 AC and +3 TAC, and has a Dexterity modifier cap of +0; otherwise, it uses the same stats as full plate.

Special You cannot select another dedication feat until you have gained two other feats from the Gray Maiden archetype.


And here is a sample feat from the Gray Maiden chain:

quote:
Archetype

Prerequisites Gray Maiden Dedication

You can endure a staggering amount of punishment. Increase your maximum HP by your level, increasing as you gain additional levels. You die at dying 5, or dying 6 if you also have Diehard.


So the nice thing is that you can kind of choose what you're giving up to select your archetype. So many archetypes in 1E were crippled because what they gave up was too critical to most people's decisions in picking that class in the first place. Meanwhile many classes had kind of junky stuff that people gladly traded out. Now you have the flexibility of kind of picking what to swap in and out so that even within an archetype different level builds are deeper or shallower in an archetype.

Also notice the anti-dipping mechanism... you have to take 2 feats plus the dedication to get a new archetype which means that it's about 6 levels if you focus on an archetype before you can dip again.

ALSO one final thing: Archetypes are not tied to classes! I think as long as you meet the pre-reqs you can apply for an archetype. Archetypes are kinda sorta more like prestige classes in that sense...
praguepride
player, 220 posts
He's proud
of Prague
Fri 20 Jul 2018
at 14:04
  • msg #40

Re: [GENERAL] New Releases

Bard preview was released. They were made a full caster (so access to 10th level spells). The way that magic lists work is that there are only 4 lists: Arcane, Divine, Primal (think Druids) and Occult (think...well misc.)

Wizards/Sorcerers are primary arcane, Clerics are primary divine, Druids are primary primal and Bard are now primary occult.

The bard "schtick" is that while they have overall fewer spells per level, they have a ton of useful cantrips so Inspire Courage is now just a cantrip so no more "bardic performance rounds".

Bards can also replace all somatic/verbal components with musical instrument so as RAW you can actually use any instrument and don't need to have a bunch of singers or comedians (although I loved doing a Percussion bard, taking hammers and beating the rhythm out of my opponents :P)
bottleface
player, 38 posts
Sun 22 Jul 2018
at 04:33
  • msg #41

Re: [GENERAL] New Releases

My first introduction to bards was a Final Fantasy game where his special ability was to hide.  For a long time after many encounters with bard were along those lines so I had a relatively low opinion of them.  Experience and discussions with some of my fellow roleplayers have altered that but the closest I've come to playing one is a Skald.  Still, this looks like it could prove interesting.  I suspect even with level ten they're not likely to get something like wish but I am curious to see what arises.
praguepride
player, 241 posts
He's proud
of Prague
Tue 23 Jul 2019
at 14:19
  • msg #42

Re: [GENERAL] New Releases

Anyone else excited for the updated setting book?

https://paizo.com/products/btq...st-Omens-World-Guide

They're moving the timeline forward and converting a bunch of APs into canon events.
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