Tumgik
#pathfinder remaster
honourablejester · 29 days
Text
Okay, so Archives of Nethys has updated to have some material from PF2e’s Remaster. And I like the new Wizard Arcane Schools? They’re actually really exciting to me.
Moving away from D&D’s schools of magic, abjuration, necromancy, etc, spells don’t have a school anymore, though studying an arcane school will let you learn certain spells. But these schools are more … I don’t want to say ‘practical’, but they do kind of feel like … magic you study towards a purpose? It’s not about what the spells are, the arbitrary categories they’re deemed to fit into, it’s about the kind of things you want your magic to do. Your school is a collection of magic you’ve studied towards a goal. I’m not sure how to phrase this, but I like the ethos. And. There’s just a couple of particular schools that excite me just for existing.
Particularly, I’m just going to be honest here, the School of Civic Wizardry. Is it a good subclass? I have no clue. But I love that it’s a thing that exists. If you want to study magic to build things, to transport things, if you want to be an architect arcane, honey baby, have we the school for you! If you became a wizard to help build and maintain cities, there’s now a school for that. That just makes me happy.
I also enjoy the School of Ars Grammatica. It’s the school of runes and wards, the magic of words, the underpinning geometries of magic. Wards are an idea in fantasy that have always fascinated me, and you also can’t go wrong with the magic of communication.
Then there’s the School of the Boundary, for when you want to get spooky. This is the school of summoning, seeing, traversing. Trespass and transgress. I really really really like the boundary, the liminal, as a theme. People may have noticed. So, yes. Excellent school. Do enjoy it.
And then, of course, there’s the School of Mentalism. The magics of the mind. I just really like illusions?
This is not to knock the schools of Battle Magic, Protean Form or Unified Magical Theory, of course. I’m just. Likely gonna pick a few of the others first.
I do also love that the entries for each give examples of actual schools, as in places in the setting, where you might have learned particular Arcane Schools. Embedding your mechanics in your setting, and vice versa, is always a thing I enjoy.
But yes. I really just want a wizard construction worker now? An architect arcane. None of this arty farty ‘what is the meaning of magic’ stuff, magic is so you can build a building without having to move rocks with your body like an idiot. Okay? Magic exists so we can make things easier. There’s no need to get complicated and silly about it.
It’d be funny to have a party that’s a small wizard construction/building inspection firm? You have your Civic Wizard who does the building, your Ars Grammatica Wizard who does the warding and puts the magical phones in, and then you have the black sheep, the Boundary Wizard, who does building inspections and tells people whether their shit’s haunted or if they just built too close to the sewer and the ventilation in this end of the city isn’t the best.
I’m intrigued, let’s say. I like where this is going. And yes, I’m gonna make a dwarven wizard in a hard hat and sturdy boots. Naturally. Heh.
26 notes · View notes
zigmenthotep · 5 months
Text
Tumblr media
Paizo really just went "Fuck it" and made non-binary plant people a core player ancestry in the 2e remaster.
Tumblr media
Non-binary icon
40 notes · View notes
thetownsendsw · 2 months
Text
I like to imagine the in-world reason for Pathfinder ditching spell-schools is that everybody held on to this ancient Thassilonian system, and then the actual Thassilon starts showing up again, and we see how different they are from the mythology and go “oh, this whole taxonomy is gobbledygook.
“In retrospect yeah, some wizard despots who lionized their own personality flaws all declared the kind of magic they liked to do an innate classification, and we all just went along with it. Gods’ sake, half these ‘schools’ do 6 unrelated things, but DIVINATION is their waste bin taxon?”
18 notes · View notes
shadesofmauve · 23 days
Text
Tumblr media
Ooh, goblin and goblin dog info in the remastered PF2e monster manual! Let's take a look!
Tumblr media
EXCUSE ME?!
Goblins HAVE a word for goblin dog. It sounds like the most common sound (sort of a grunt-squeak) a goblin dog makes! Just because the monster manual writers are too racist to learn goblin doesn't mean goblins don't have a word for something.
(Since I've been playing Chaglu I've developed Strong Opinions about Goblin, which is a beautiful and most importantly beautifully-straightforward language, with a lot of compound nouns and a high degree of onomotopeia)
((Because I decided it does, that's why))
12 notes · View notes
Text
Tumblr media
Proudly picked up the new Pathfinder remastered books (special edition cover). Much more readable than before and easier to find what I need. Plus the remaster ttrpg changes frankly just make sense in hindsight.
Well worth it.
25 notes · View notes
generic-hufflepuff1 · 28 days
Text
I've focused mostly on the remastered classes.
6 notes · View notes
pussyandpetrichor · 9 months
Text
Paizo: Hey, so I know people were complaining about how big the Core Rulebook was so in our newest Errata rollout, we're splitting the Player Content into its own book and there will be a separate one for GM content. Me: Okay, yeah that makes an amount of sense. I don't think that's really necessary, but I know you're also trying to make it easier for people coming from DnD, so I get it. Paizo: Okay, so the Player Core ended up being 566 pages kthxbai
17 notes · View notes
appendingfic · 1 month
Text
Funniest thing in the Monster Core is the suggestion of centuries of intense fueds in the Dragon Taxinomy subreddit
4 notes · View notes
rperboni · 6 months
Text
Tumblr media Tumblr media
PATHFINDERS - The Halfling Bard
As I've said many times before, in this same series of drawings, bards are much more than the musicians in an eternal state of lasciviousness and wanting to get laid with everyone, something that they tend to be seen especially by older RPG players. The historical inspiration of the bards includes true human archives, responsible for preserving knowledge, whether of the places where they live or of a specific noble family to which they are linked - William Shakespeare is often called "the English bard" precisely because of this. Furthermore, they do not always need to be linked to musical performances, they can be dancers, actors and, in this case, orators.
I built the idea of this character a little together with my cousin when I made him a Halfling Bard, with a special focus on the oratory aspect and also on the social history of Halflings - in the original idea it was with D&D 3.5e in mind, not Pathfinder 2e, but which ended up fitting here too -, generally shown as a people without a land to call theirs, seen as inferior beings by other societies. Perhaps with this specific bard, using the magical item of a phoenix feather used as a "pen", he will do just that, uniting his people in squares in large urban centers under the banner of an ideology that will free them from oppression - something that is much more obvious in the original drawing, but I hid it here just for better aesthetics.
9 notes · View notes
jkcorellia · 6 months
Text
differences in quality aside, I think the easiest way to express the difference between One D&D and the Pathfinder 2e Remaster is that One D&D is (despite WotC's protestations) DnD 5.5, whereas the Remaster is Pathfinder 2.1 - the latter truly is, as I believe the designers have said, "Errata Plus," primarily nudging some things into balance, changing names to get away from the OGL, and rewording some confusing/hard to use abilities.
6 notes · View notes
underleveledjosh · 10 months
Text
One of my hopes/wishes for the Pathfinder 2e remaster is the divine spell list to get more reliable damage spells. I know divine lance will be dealing spirit damage, so that automatically makes the divine list a bit better, but so many of the divine spells are pretty situational when it comes to damage. There is also the upcoming divine immolation spell, which is essentially a fireball on steroids, but that is also a 5th level spell.
5 notes · View notes
honourablejester · 24 days
Text
Okay. So. Thinking a bit more about that Remastered PF2e Construction Wizard. Some spitballed ideas.
I do want to just fully commit to the construction thing. Is the wizard effective in combat? Possibly not, or not as much as they could be. I want to give them building spells as much as possible. For the skills I think we build around Arcana, Crafting and Society for our three raise-to-legendary ones. This is a city wizard, a construction wizard, their magic is used to make things.
They’re a dwarf. I’m sorry, they’re a wizard who uses the raw forces of magic to build cities, they have to be a fucking dwarf. That’s dwarfy. It just is. Heh. I feel like either an Anvil Dwarf (legacy) to double down on the crafting thing, or a Rock Dwarf, to double down on, well, the rock. The stones and the building. A couple of dwarven ancestry feats that I might want to pick up include Stonemason’s Eye, Dwarven Reinforcement (strengthen objects and structures), Stonewalker (can cast One With Stone, and builds on Stonemason’s Eye), and March the Mines (gain a burrow speed and take an ally along). Dwarves are so good for construction. I told you this was a dwarfy sort of wizard.
For the background, I wanted something with Engineering Lore. Interestingly, a LOT of backgrounds with that lore are tied to either Alkenstar specifically or clockwork/guns/machinery in general, which isn’t quite the vibe I’m going for. And Alkenstar, given the whole ‘unreliable magic’ thing, might possibly be the worst city for this dwarven wizard to be from. In general, backgrounds with engineering lore are all a bit more mechanical than civic engineering.
Somewhat funny, but one of the few Engineering Lore backgrounds that actually specifically mentions structural engineering is Saboteur, which is coming at it from somewhat the opposite side we’re hoping to. There’s also Thrill-Seeker, for an urban explorer who has engineering so they have a better idea what building’s best for flinging themselves off of. But Athletics and Combat Climber might not be the worst shout here, for a construction worker at heights, if we’re not feeling the classic Junk Collector, Mechanic or Tinker backgrounds.
And then … spells. I really, really want this wizard to JUST be a construction wizard. I want to load their spell list down with everything on from the arcane tradition that you could use to build shit. Or that would be handy on a construction site. It’s an odd urge, kind of building a character for a different game than the one actually being played, but there are lot of niche spells in PF2e that work really nicely for this hyper-specialised wizard over here.
Now. Archives of Nethys hasn’t updated their spells yet for the remaster, so I was picking and choosing inside Pathbuilder, which has also updated for the remaster. So I can’t really link to the spells I’m interested in, but I’m going to mention some of them anyway.
For cantrips, Bullhorn, Telekinetic Hand, and Approximate. If you’re a site foreman, you want to be loud if you need to be, you want an extra hand, and you want to be able to eyeball a pile of materials and get a rough number quickly.
For higher level spells, some ones that jump out are Gentle Landing (feather fall is really handy when building at height) and it’s grown up cousin Soft Landing (feather fall in an AOE, for when scaffolding collapses and you need to catch a bunch of people at once). Also potentially useful for building at height is Bracing Tendrils, which anchor you to the ground, or hopefully surface.
For preparing the ground, you’ve got Pave Ground, which flattens out difficult terrain, Burrow Ward, which solidifies the earth and pushes out burrowing creatures, and higher up we have Transmute Rock and Mud, which turns mud to stone and vice versa.
For actually building by raw magic, you have the ever useful Wall of Stone.
For moving stuff around your construction sites, obviously there’s Teleport at higher levels, but I’m also looking at Airlift, which lets you pick up everyone within 10ft and anything of 10 bulk or less that they’re carrying and fly them up to 60ft. I feel like that could be handy. There might also be a case for Rally Point, which only works for you until it’s heighted to 7th level, but lets you and later up to four other people teleport back to the chosen point once each within the spell’s duration. Might be handy.
A couple of other randomly useful bits of magic would be Cleanse Air, which could be very handy if you’re building underground, digging foundations, or installing anything that might produce contaminants if damaged. Both Safe Passage and Control Water, both on the Civic Wizard’s Curriculum spell list, would also be useful here. And, a slightly random finishing note, Magic Mailbox, which creates a magic link between two containers to allow them to pass contents back and forth, might not jump out on first blush, but could be quite useful on site when you think about it? General communication and divination spells, for site communication and monitoring, could also go in our toolkit.
It is … It’s just a pleasing thought experiment. Designing a PF2e wizard, not for combat or adventuring, but for civic construction work within a city. It’s not the game we’re actually playing, but there is a fair amount of useful stuff in the arcane spell list to make it work. Heh.
This is such a fun arcane school. Useful? Don’t know. But definitely fun.
10 notes · View notes
whatdoyoudopods · 5 months
Text
Tumblr media
New from me, a project I'm affectionately referring to as "reviews to fall asleep to," here's my audio version of the written review/reflection that I created after reading the GM Core from the Pathfinder Remaster project:
0 notes
thetownsendsw · 5 months
Text
Homebrew suggestion for any Pathfinder 2e players out there, since I just got the Remaster Core books and I’ve spent the last few days looking through them.
Tumblr media
(Lookit those sexy FLGS exclusive Wayne Reynolds sketch covers)
So, in original flavor Pathfinder 2nd edition, clerics had a feature called Divine Font that gave them extra spell slots at their highest power just for the core Heal/Harm spells. The number of these extra slots was equal to their Charisma bonus +1. This locked a lot of clerics into a particular build if they wanted to be the most effective at the thing clerics do, regardless of whether that fit their character concept. Want to play a nun who was cloistered in a stone box for so long that she achieved tremendous divine connection to her deity at the expense of totally forgetting how to people? Too bad! If you wanna be good at the Healing thing you gotta be at least ok at the talking thing!
The remaster removes the link to Charisma, so now you just start off with four extra slots, scaling up as you level, as though you had maxed out Cha in the old system.
This is a pointed quality of life change, especially to the War Priest subclass who wants to be free to put points into Strength or Dex without sacrificing utility as a healer. I’m just not sure it sits right with me, though. See, I kind of liked that this ability, a core ability of the class, was based on something outside the core progression of that class. It was your god rewarding you for being good at something, something that you did not, strictly speaking, need to be good at to channel their magic. It was just too limiting to hinge it on Charisma specifically.
A middle ground presents itself.
In Pathfinder 2, every description of a god (vital info to building any cleric) comes with a heading titled “Divine Attributes,” (“Abilities” pre remaster) which lists two of the six core stats of a character, essentially summarizing the types of things a worshipper of this god is expected to be good at. This rules element, which someone has to write for every single god in a vast and messy fantasy world, interacts, to my knowledge, exclusively with one particular Background.
So why not have you Divine Font slots equal 1+ your score in one of your deity’s divine attributes other than Wisdom? After all, wouldn’t it just make sense for a god of strength to bestow greater magic to followers in proportion to their beefiness? Would not the god of knowledge show special favor to those devotees who’s minds are sharp and full of cunning?
It just makes sense to me. It would encourage a diverse array of Cleric builds, from tanks to skill monkeys, while really emphasizing the relationships between gods and mortals.
4 notes · View notes
cardinaladventures · 6 months
Video
youtube
Pathfinder 2e Remaster Primer: Key Terms and Rule Format
0 notes
Text
6 notes · View notes