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disposablewords
Sep 12, 2021

Chevy Slyme posted:

There’s no special deal that I know of - it’s just “hey buy these new PDFs, or keep using AoN”. It is a whole new book, completely rewritten and reorganized, even if the rules being described in that new book are largely similar or the same.

That said, there’ll probably be a humble bundle in 2025 or whatever if you’re committed to waiting long enough.

Yeah, that's pretty much what I expected. And not really bothered by it, but still curious enough to ask. Thanks.

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KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

ZZT the Fifth posted:

Thanks for the tips! Our sorceror has asked me for help with her spell list; any suggestions for good low-ranked occult spells?

Here is my list for the first two ranks:

Rank 1
Fear
Magic Missile / Force Bolt
Magic Weapon (swap this out at level 3)
Sanctuary
Protection
Soothe
Illusory Object
Phantom Pain

Rank 2
Hideous Laughter
Calm Emotions (only as a signature, it needs to be cast at maximum possible rank)
Invisibility
Illusory Object
Worm's Repast
Vomit Swarm (aoe sickened, not for damage)

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin
Mending's also not a bad idea if you find yourself burning through shields, and I'm a huge fan of Blood Vendetta at Rank 2, but yeah that's a good list.

Also Shield is the best cantrip in the game and there's never a reason not to take it.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
I've always found Loose Times Arrow a useful one in the early game if the party badly needs to reposition.

Faerie Fire is always handy to have the option of

Silence is a useful action tax on casters, particularly if you have someone with AoO in their grill.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

HidaO-Win posted:

I've always found Loose Times Arrow a useful one in the early game if the party badly needs to reposition.

Faerie Fire is always handy to have the option of

Silence is a useful action tax on casters, particularly if you have someone with AoO in their grill.

I think Loose Times Arrow is a hard sell for some players if your highest slot is rank two but I agree that it is very cool and has the potential to be very good. At higher levels I think it is probably even better once rank two slots are less important.

Faerie Fire and Glitterdust are being replaced by a new non-SRD spell. I can't remember the name but it is basically Glitterdust but also applies dazzled for two rounds on a successful save. It is a lot better than Glitterdust and more versatile than Faerie Fire. Every type of sorcerer should probably take it (it is available to all casters), and not including that spell on my list was a huge fuckup.

Silence doesn't do anything to enemy casters until it is heightened to rank 4 unless the revision changes it.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



KPC_Mammon posted:

I think Loose Times Arrow is a hard sell for some players if your highest slot is rank two but I agree that it is very cool and has the potential to be very good. At higher levels I think it is probably even better once rank two slots are less important.

Eh, my partner saw that and was like "wait, everyone gets a free Stride? SOLD" and slammed that poo poo into her repertoire as soon as we hit 3rd. :v:

We had a big many-against-one encounter where she delayed her initiative to go right after the boss but before everyone else and went Demoralize -> Loose Time's Arrow and just sat back while the rest of us whomped the boss with the extra action economy.

She had the biggest smug grin on her face after that encounter, it was great.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

KPC_Mammon posted:

I think Loose Times Arrow is a hard sell for some players if your highest slot is rank two but I agree that it is very cool and has the potential to be very good. At higher levels I think it is probably even better once rank two slots are less important.

Faerie Fire and Glitterdust are being replaced by a new non-SRD spell. I can't remember the name but it is basically Glitterdust but also applies dazzled for two rounds on a successful save. It is a lot better than Glitterdust and more versatile than Faerie Fire. Every type of sorcerer should probably take it (it is available to all casters), and not including that spell on my list was a huge fuckup.

Silence doesn't do anything to enemy casters until it is heightened to rank 4 unless the revision changes it.

You are totally right about Silence, brain fart on my part.

Another great one at high levels in a 3rd level slot is Shadow Projectile. Not good at level 5-8 but starts to come into its own after that. In theory at least, I used it 5 times in one campaign and the GM resolutely rolled a crit for the save every time.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
An idea for using Loose Time's Arrow:

It could enable your less tanky PCs to setup flanks for other party members without starting an enemy's turn adjacent. You'd be able to take a free Stride, Strike, and then Ready an Action to Stride away after an ally's Strike.

Zarick
Dec 28, 2004

The Foundry system dev stream saying that Kingmaker for Foundry is likely to release on 9/28. Not sure how solid that is but they seemed pretty confident in it and were showing off some stuff from it.

NikkolasKing
Apr 3, 2010



Sorry, lore nerd here, but I've been reading the novel Nightglass to go along with my interest in Zon-Kuthon. There's just something...unique you get from an in-universe perspective that you won't get from even the most thorough sourcebook. For example, how the different types of magic "feel." The main character obviously rankles at the divine magic of Z-K but he loves the arcane magic they learn. Arcane magic is all theorems and diagrams and poo poo - it's a intellectual process, abstract and unfeeling. Divine magic, by contrast, is all about feeling. Even to a god like Zon-Kuthon, it's about emotion, devotion, and "euphoria." The euphoria of pain, sure, but still euphoria.

I just felt that helped me get into the mind of a wizard vs. a cleric better.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Speaking of divine magic, has anyone else found that demonic and diabolical bloodline sorcerers are hampered by the Divine spell list?

I have a player with a developed backstory about his family's corrupted demonic bloodline, but he almost gave up on it because the Divine spell list really didn't fit with his image of the character. He was hoping for things like Burning Hands and Grim Tendrils, and while there are some offensive spells on the Divine list they just didn't have the flavour he was looking for.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I have a player who wanted to be a kind of nature bard and so I just swapped a few primal spells into their spell list to help their concept.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Burning Hands and Grim Tendrils aren't very good, so I've never missed them. Psychic and Kineticist are good blasters.

The Slack Lagoon
Jun 17, 2008



We wrapped up the Beginner Box tonight and headed to town for selling and buying of equipment and setting up for starting AV next week.

How do shops work? Wrin says shop 5 - is there a list I can filter based on types of items sold and level? Can you just buy anything on that list?

SilverMike
Sep 17, 2007

TBD


The Slack Lagoon posted:

We wrapped up the Beginner Box tonight and headed to town for selling and buying of equipment and setting up for starting AV next week.

How do shops work? Wrin says shop 5 - is there a list I can filter based on types of items sold and level? Can you just buy anything on that list?

Nethys is good for filtered lists. https://2e.aonprd.com/Equipment.aspx

I'm running AV and I haven't been restricting access to items as long as they fall within the kinds of things the person is supposed to sell. And Otari is close to Absalom, so you can use that as a hook for regional/uncommon/weird items.

Cyouni
Sep 30, 2014

without love it cannot be seen

The Slack Lagoon posted:

We wrapped up the Beginner Box tonight and headed to town for selling and buying of equipment and setting up for starting AV next week.

How do shops work? Wrin says shop 5 - is there a list I can filter based on types of items sold and level? Can you just buy anything on that list?

Basically, you can assume that any common item of level 4 or lower is available, with level 5 items being a little more limited. Once they start getting past town level, you can basically convince the town to order/craft higher tier items, but it'll take a little more time to get them from Absalom.

The Slack Lagoon
Jun 17, 2008



Thanks. I'm still pretty new to pf2e overall and adjusting to having an economic system that functions better than 5e

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Lamuella posted:

Speaking of divine magic, has anyone else found that demonic and diabolical bloodline sorcerers are hampered by the Divine spell list?

I have a player with a developed backstory about his family's corrupted demonic bloodline, but he almost gave up on it because the Divine spell list really didn't fit with his image of the character. He was hoping for things like Burning Hands and Grim Tendrils, and while there are some offensive spells on the Divine list they just didn't have the flavour he was looking for.

After a point, I think I've just accepted that infernal/etc sorcerers are just not intended to fit the "guy who casts Fireball while looking evil" archetype that's half an established concept and half a consequence of D&D's mechanics. Giving his character more blasting spells (or just letting him use the arcane spell list with the Demonic bloodline) shouldn't break much, though.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Yeah, I ultimately landed on making the arcane list available. Other bits of his build work really well, and Glutton's Jaws works perfectly with his concept, so I'm happy to allow some flavouring.

Roadie
Jun 30, 2013

Cyouni posted:

Basically, you can assume that any common item of level 4 or lower is available, with level 5 items being a little more limited. Once they start getting past town level, you can basically convince the town to order/craft higher tier items, but it'll take a little more time to get them from Absalom.

On this note, Otari is only about 60 miles away from Absalom, and Absalom is the biggest city in the setting and biggest center of trade for two continents. It's pretty reasonable to expect almost anything, including Rare items, being available at pretty short notice, with maybe the occasional thing that might require a field trip to Absalom (which itself can be an opportunity for side adventures and change-of-pace sessions).

Cyouni
Sep 30, 2014

without love it cannot be seen

Roadie posted:

On this note, Otari is only about 60 miles away from Absalom, and Absalom is the biggest city in the setting and biggest center of trade for two continents. It's pretty reasonable to expect almost anything, including Rare items, being available at pretty short notice, with maybe the occasional thing that might require a field trip to Absalom (which itself can be an opportunity for side adventures and change-of-pace sessions).

Not including Rare items, the whole point of those is that those are literally not accessible.

But aside from that yes.

Rip_Van_Winkle
Jul 21, 2011

"When life gives you ghosts, you make ghost-robots"

I think this is a philosophy we can all aspire to.

New info on the Wizard Remastered is up

quote:

[...]While the wizard was generally already providing a satisfying play experience at the table, it was also a class that interacts very heavily with one of the larger changes we’re making in the Remaster, which is the removal of the eight schools of magic that were deeply tied to rules we were using via the OGL. Though this presented a big challenge in remastering the class, it also let us solve one of the biggest frustrations of the wizard, which is that there wasn't a whole lot of space left for them to expand. One of the most commonly requested expansions for any class is additional major paths to build your characters along, but because the wizard schools already had all eight schools of magic that could ever exist in the setting (plus universalist), we could never increase the number of wizard schools or explore more interesting options beyond those preset themes.

The new role for arcane schools is as just that: actual mages' curricula in Golarion. This allows us to make much more tightly focused schools that really let you sell the theme of your wizard, from the tactical spells of the School of Battle Magic (fireball, resist energy, weapon storm, true target and the like) to the infrastructure-focused spells of the School of Civic Wizardry (hydraulic push for firefighting, summon construct and wall of stone for construction, pinpoint and water walk for search and rescue, and earthquake and disintegrate for controlled demolitions). [...]

I'm afraid to report that the School of Civic Wizardry fucks severely and I might have to play a wizard now.

disposablewords
Sep 12, 2021

Hot drat, yes, I want to be a civil engineer wizard.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
Excited to see the full set and the room for new ones to be released over time is great.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
The roots of D&D wizards are rotten and I'm glad they finally dug 'em out and torched 'em.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


So unless I'm reading it wrong it sounds like the School will kind of be like a build. Like, you can just freestyle it, but if you want, say, a specialist in nautical magic, join the School of Marine Wizardry and get these spells.

Impermanent
Apr 1, 2010
civil engineer wizard looks incredible tbh. can't wait for the rest of em

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Lamuella posted:

So unless I'm reading it wrong it sounds like the School will kind of be like a build. Like, you can just freestyle it, but if you want, say, a specialist in nautical magic, join the School of Marine Wizardry and get these spells.

People in the wider community have been kind of acting like the sky is falling about the wizard school changes, mostly because it's going from "pick a bonus spell from this broad category across all of Pathfinder" to "pick a bonus spell from your school's very specific list and you need to ask your GM if you want to do something else with it". Obviously, I think they're overreacting and a limited but flavorful list is better than just giving a person literally everything and telling them to make something cool.

Silver2195
Apr 4, 2012
A limited but flavorful list is obviously better conceptually, but it’s also a nerf for Wizards, who were already among the weaker casters because Int-based classes generally aren’t very good in PF2.

gurragadon
Jul 28, 2006

It seems like they are upping the wizards focus spells hopefully. They are terrible currently, but with the new schools they can really be switched up and improved. I wish Wizards had more of a meta-magic focus and that would be up Paizo's alley, they love releasing stuff like that.

Edit: It seems like they are going that way with meta-magic. It makes sense to me for that to be the wizards unique kind of thing, they study magic so much they are able to shape it more.

gurragadon fucked around with this message at 22:29 on Sep 19, 2023

mind the walrus
Sep 22, 2006

D&D: lots of memes, but once you play you realize that 90% of them are homebrew bullshit, if not invented out of whole cloth

Pathfinder: barely any memes, but you can do everything D&D memes said you could do and more

Impermanent
Apr 1, 2010

Silver2195 posted:

A limited but flavorful list is obviously better conceptually, but it’s also a nerf for Wizards, who were already among the weaker casters because Int-based classes generally aren’t very good in PF2.

I think it's reasonable to assume that the power level of wizards is going to be tweaked upwards as a result of the changes made to them as a whole

Scoss
Aug 17, 2015
Kineticist seems like proof positive that Paizo views (probably correctly) limited spell lists as a necessary first step to enabling more reliable "spellcasting" power. I would expect Wizards to get proportional benefits like stronger feat choices or new features in exchange for the loss of massive kitchen-sink flexibility that they have historically enjoyed.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Scoss posted:

Kineticist seems like proof positive that Paizo views (probably correctly) limited spell lists as a necessary first step to enabling more reliable "spellcasting" power. I would expect Wizards to get proportional benefits like stronger feat choices or new features in exchange for the loss of massive kitchen-sink flexibility that they have historically enjoyed.

You'll probably still be able to learn any Arcane spell and put it in your handy spellbook, just like now. That's what wizards DO. The kitchen-sink spellbook is a defining trait of the class. Your school spells will be from "School of Civic Wizardry" instead of "School of Conjuration".

Individual schools could reasonably have themed magic items like staves available to their members. A "School of Civic Wizardry" standard staff will probably have very different spells than a "Geb Arcane Academy" staff, and both staves could be Rare and not generally available to anyone not a member of that school. There could be school rings, letterman jackets, all kinds of things that increase your power within your lane, but don't affect the power level of the class as a whole.

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

Scoss posted:

Kineticist seems like proof positive that Paizo views (probably correctly) limited spell lists as a necessary first step to enabling more reliable "spellcasting" power. I would expect Wizards to get proportional benefits like stronger feat choices or new features in exchange for the loss of massive kitchen-sink flexibility that they have historically enjoyed.

Michael Sayre (the current design manager at Paizo), made a Twitter thread about this. More specifically, how balance and customization are at odds when you have a broad class because you need to assume they have access to everything they can get for balance, but you need to limit your character's focus for customization.

The full thread posted:


An interesting anecdote from PF1 that has some bearing on how #Pathfinder2E came to be what it is:

Once upon a time, PF1 introduced a class called the arcanist. The arcanist was regarded by many to be a very strong class. The thing is, it actually wasn't.

For a player with even a modicum of system mastery, the arcanist was strictly worse than either of the classes who informed its design, the wizard and the sorcerer. The sorcerer had significantly more spells to throw around, and the wizard had both a faster spell progression and more versatility in its ability to prepare for a wide array of encounters. Both classes were strictly better than the arcanist if you knew PF1 well enough to play them to their potential.

What the arcanist had going for it was that it was extremely forgiving. It didn't require anywhere near the same level of system mastery to excel. You could make a lot more mistakes, both in building it and while playing, and still feel powerful. You could adjust your plans a lot more easily on the fly if you hadn't done a very good job planning in advance. The class's ability to elevate the player rather than requiring the player to elevate the class made it quite popular and created the general impression that it was very strong.

It was also just more fun to play, with bespoke abilities and little design flourishes that at least filled up the action economy and gave you ways to feel valuable, even if the core chassis was weaker and less able to reach the highest performance levels.

In many TTRPGs and TTRPG communities, the options that are considered "strongest" are often actually the options that are simplest. Even if a spellcaster in a game like PF1 or PF2 is actually capable of handling significantly more types and kinds of challenges more effectively, achieving that can be a difficult feat. A class that simply has the raw power to do a basic function well with a minimal amount of technical skill applied, like the fighter, will generally feel more powerful because a wider array of players can more easily access and exploit that power.

This can be compounded when you have goals that require complicating solutions. PF2 has goals of depth, customization, and balance. Compared to other games, PF1 sacrificed balance in favor of depth and customization, and 5E forgoes depth and limits customization. In attempting to hit all three goals, PF2 sets a very high and difficult bar for itself. This is further complicated by the fact that PF2 attempts to emulate the spellcasters of traditional TTRPG gaming, with tropes of deep possibility within every single character.

It's been many years and editions of multiple games since things that were actually balance points in older editions were true of d20 spellcasters. D20 TTRPG wizards, generally, have a humongous breadth of spells available to every single individual spellcaster, and their only cohesive theme is "magic". They are expected to be able to do almost anything (except heal), and even "specialists" in most fantasy TTRPGs of the last couple decades are really generalists with an extra bit of flavor and flair in the form of an extra spell slot or ability dedicated to a particular theme.

So bringing it back to balance and customization: if a character has the potential to do anything and a goal of your game is balance, it must be assumed that the character will do all those things they're capable of. Since a wizard very much can have a spell for every situation that targets every possible defense, the game has to assume they do, otherwise you cannot meet the goal of balance. Customization, on the other side, demands that the player be allowed to make other choices and not prepare to the degree that the game assumes they must, which creates striations in the player base where classes are interpreted based on a given person's preferences and ability/desire to engage with the meta of the game. It's ultimately not possible to have the same class provide both endless possibilities and a balanced experience without assuming that those possibilities are capitalized on.

So if you want the fantasy of a wizard, and want a balanced game, but also don't want to have the game force you into having to use particular strategies to succeed, how do you square the circle? I suspect the best answer is "change your idea of what the wizard must be." D20 fantasy TTRPG wizards are heavily influenced by the dominating presence of D&D and, to a significantly lesser degree, the works of Jack Vance. But Vance hasn't been a particularly popular fantasy author for several generations now, and many popular fantasy wizards don't have massively diverse bags of tricks and fire and forget spells. They often have a smaller bag of focused abilities that they get increasingly competent with, with maybe some expansions into specific new themes and abilities as they grow in power. The PF2 kineticist is an example of how limiting the theme and degree of customization of a character can lead to a more overall satisfying and accessible play experience. Modernizing the idea of what a wizard is and can do, and rebuilding to that spec, could make the class more satisfying to those who find it inaccessible.

Of course, the other side of that equation is that a notable number of people like the wizard exactly as the current trope presents it, a fact that's further complicated by people's tendency to want a specific name on the tin for their character. A kineticist isn't a satisfying "elemental wizard" to some people simply because it isn't called a wizard, and that speaks to psychology in a way that you often can't design around. You can create the field of options to give everyone what they want, but it does require drawing lines in places where some people will just never want to see the line, and that's difficult to do anything about without revisiting your core assumptions regarding balance, depth, and customization.

The point about how simple classes tend to feel stronger because you need less system knowledge to reach their strongest points really sticks out to me, if only because it shows how weak non-casters were in D&D 3.5/PF 1e outside of their specific damage combos if casters were still so obviously better even with the optimization hurdles.

ZZT the Fifth
Dec 6, 2006
I shot the invisible swordsman.
Sorry to post in here begging for help again, but I could use some advice, because our party is having trouble with healing, especially after and between fights.

I decided to spec my fighter into medicine so our party could have a healer, but I keep having trouble hitting the DC15 check to recover HP, and it's slowing down the party. There were a few times we didn't go into fights at full HP, and our barbarian came within a hair's breadth of dying after one of the fights because he went down, and we kept rolling badly on the Administer First Aid and Recovery rolls. Thankfully, despite forgetting Hero Points existed, we had picked up an elixir of life not long before the fight where the barbarian went down, and we used that to save him.

We're still level 1; I want to get Battle Medicine and use my free archetype to get Medic Dedication, but is there anything I can do at this level to keep my party alive? The GM proposed adding a GMPC to handle healing "so you aren't forced to spec into healing", but I dunno how I feel about that...

Cyouni
Sep 30, 2014

without love it cannot be seen
What's your party comp? At level 1, odds are you don't have much choice and are at the whims of dice to hit that DC15 plus whatever your mod is (+7 maybe). If you grab Continual Recovery, you can probably take off a little of the failure risk.

Also, at that level, depending on party things, your best way to help people not die is likely to apply damage in appropriate places.

ZZT the Fifth
Dec 6, 2006
I shot the invisible swordsman.

Cyouni posted:

What's your party comp? At level 1, odds are you don't have much choice and are at the whims of dice to hit that DC15 plus whatever your mod is (+7 maybe). If you grab Continual Recovery, you can probably take off a little of the failure risk.

Also, at that level, depending on party things, your best way to help people not die is likely to apply damage in appropriate places.

Shield fighter (me), elemental barbarian, hag sorcerer, and gun-toting inventor.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




ZZT the Fifth posted:

Sorry to post in here begging for help again, but I could use some advice, because our party is having trouble with healing, especially after and between fights.

I decided to spec my fighter into medicine so our party could have a healer, but I keep having trouble hitting the DC15 check to recover HP, and it's slowing down the party. There were a few times we didn't go into fights at full HP, and our barbarian came within a hair's breadth of dying after one of the fights because he went down, and we kept rolling badly on the Administer First Aid and Recovery rolls. Thankfully, despite forgetting Hero Points existed, we had picked up an elixir of life not long before the fight where the barbarian went down, and we used that to save him.

We're still level 1; I want to get Battle Medicine and use my free archetype to get Medic Dedication, but is there anything I can do at this level to keep my party alive? The GM proposed adding a GMPC to handle healing "so you aren't forced to spec into healing", but I dunno how I feel about that...

At level 3 your proficiency bonus would be +5, so if you took the Assurance (medicine) general feat you would hit DC 15 automatically every time. (Raise medicine to expert and by level 6 you can hit the DC20 check every time for 2d8+10.)

If you took the Medic Dedication that would bump you up to expert at level 2, so you should hit the DC 15 check pretty reliably. At level 3 taking Assurance (medicine) would let you hit the DC 15 check automatically. DC20 by level 6 for a total of 2d8+15.



Level 3 is a ways away. If your GM wants to help now he could fudge the loot tables to give you Expanded Healers tools, or even better Healer's Gloves. These are level 3-4 items and shouldn't unbalance anything to get a bit early.

Healer's Tools (Expanded)
3
Price: 50 gp
Bulk: 1
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer's tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. If you wear your healer’s tools, you can draw and replace them as part of the action that uses them.


Healer's Gloves
4
InvestedMagicalNecromancy
Price: 80 gp
Bulk: L
Usage: worn gloves
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing


e:
Kind of a big investment, but if your Barbarian wants to help himself he could take Battle Medicine too, which would let him take the general feat Godless Healing at level 3.

Godless Healing
2
GeneralSkill
Prerequisites Battle Medicine, can’t have a patron deity
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Facebook Aunt fucked around with this message at 01:00 on Sep 20, 2023

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sugar free jazz
Mar 5, 2008

Lurks With Wolves posted:

Michael Sayre (the current design manager at Paizo), made about this. More specifically, how balance and customization are at odds when you have a broad class because you need to assume they have access to everything they can get for balance, but you need to limit your character's focus for customization.

The point about how simple classes tend to feel stronger because you need less system knowledge to reach their strongest points really sticks out to me, if only because it shows how weak non-casters were in D&D 3.5/PF 1e outside of their specific damage combos if casters were still so obviously better even with the optimization hurdles.

On the other hand the guy in that quote thinks Arcanists weren’t completely busted so lol

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