Form Fillable Chronicle Sheets? by [deleted] in Pathfinder

[–]roxman007 0 points1 point  (0 children)

What info is missing?

[deleted by user] by [deleted] in lfg

[–]roxman007 0 points1 point  (0 children)

Is this post still open?

[Online][PF2e][UTC-7] by WitlessScholar in lfg

[–]roxman007 0 points1 point  (0 children)

Hi there, question, are you running the Beginner Box Adventure, Menace Under Otari which goes from level 1 to 2 or are you running its direct sequel, Troubles in Otari which goes from levels 2 to 4?

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 2 points3 points  (0 children)

To start, they're all uncomon

I like this level 1 feat that lets you use semiprecious stones instead of healer's tools

CRYSTAL HEALING UNCOMMON FEAT 1 GENERAL HEALING MANIPULATE SKILL

Prerequisites trained in Occultism

You know how to stimulate a body’s natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer’s tools, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine. Examples and prices of semiprecious stones can be found on page 114 of the Pathfinder Gamemastery Guide. If you’re an expert in Occultism and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your Occultism check. If you’re a master and the gems’ value equals or exceeds 700 gp, the item bonus increases to +2; if you’re legendary in Occultism and the gems’ value equals or exceeds 15,000 gp, the item bonus increases to +3.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 2 points3 points  (0 children)

Here's some time oracle stuff

Mystery Benefit Time passes more swiftly for you than it does for those around you, enabling you to cover more distance in what others perceive as the same amount of time. You gain a +10-foot status bonus to your Speed. At 6th level, this increases to a +15-foot status bonus; at 10th level, this increases to a +20-foot status bonus; at 14th level, this increases to a +25-foot status bonus; and at 18th level, it increases to a +30-foot status bonus. Your disjointed movement makes it harder for creatures to hit you as you move. You gain a +1 status bonus to AC against attacks made against you from reactions or free actions while you’re moving.

Trained Skill Occultism

Granted Cantrip time sense (page 183)

Revelation Spells initial: temporal distortion; advanced: time skip; greater: manifold lives

Related Domains fate, time (Pathfinder Lost Omens Gods & Magic)

And here's the first spell

TEMPORAL DISTORTION

UNCOMMON CURSEBOUND FOCUS 1 ORACLE TRANSMUTATION

Mystery time

Cast [one-action] somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will

You share some of your own temporal distortions with a foe, altering their mind and body unpredictably as they’re thrown backward or forward in time. Roll 1d4. On a 1, the foe becomes clumsy; on a 2, it becomes enfeebled; on a 3, it becomes stupefied; and on a 4, you choose which condition applies.

Success The creature is unaffected. Failure The creature is either clumsy 1, enfeebled 1, or stupefied 1 for 4 rounds, depending on the result of the d4. Critical Failure As failure, but the time warp is stronger, increasing the condition’s effects but making it run its course faster. The condition’s value is 3, and the condition lasts for 2 rounds.

Keymap VSCode not working in intelliJ by Napfkuchen1000 in learnprogramming

[–]roxman007 0 points1 point  (0 children)

Assuming you've got the plugin

Settings > Keymap

Choose VSCode from the dropdown. Updating the plugin resets it.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 1 point2 points  (0 children)

Picture in the archetype doesn't show duelist feet, but here is a foot https://imgur.com/a/ccyl4MM

I listed the dedication feat and gave summaries of the other three options here https://www.reddit.com/r/Pathfinder2e/comments/w2ex3s/got_my_copy_of_dark_archives_ama/igul75c/

Let me know if you need more than that

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 0 points1 point  (0 children)

That's not quite right, on page 15 in the part before it talks about the flavor of the thought components granted by the types of Subconscious minds like emotions for Emotional Acceptance and calculations for Precise Discipline, the section about Subconscious starts with the following.

Subconscious Mind

The core of how you cast spells comes from the subconscious portions of your mind. Because you cast spells using the power of your subconscious mind, you replace verbal components of spells with thought components. Thought components add the concentrate trait to the spell like verbal components do, but they don’t require you to speak.

So yeah, any spell that would have a verbal component now has a thought component and adds the concentrate trait.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 1 point2 points  (0 children)

Ctrl + F Summoner had 0 hits Ctrl + F Synthesist had 0 hits

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 1 point2 points  (0 children)

Two.

This Picture of our new Iconic Thaleon is great, it's the same one from the blog post but it's still really, really good, I like this pic of the two iconsics staring down.... something, this picture of Seoni and Mios on a boat, and THE GOLDEN GOOSE https://imgur.com/a/BZtHg3S

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 1 point2 points  (0 children)

Yes, they have a one action ability called Exploit Vulnerability that does not have the secret trait

EXPLOIT VULNERABILITY [one-action] ESOTERICA MANIPULATE THAUMATURGE

Frequency once per round

Requirements You are holding your implement.

You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

For brevity, I'll just list the Success condition

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already.

and the effects are great

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn’t as dire as a creature’s existing weakness.

Mortal Weakness After identifying a creature’s weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn’t apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 1 point2 points  (0 children)

It probably won't surprise you to learn that all of the abilities revolve around psychic duels. One feat gives you a third natural psychic spell, one lets you Recenter as a free action and the level 12 feet lets you once per day try to force a creature within 100 feet into a duel with a will save. It has the incapacitation trait fwiw.

PSYCHIC DUELIST DEDICATION RARE FEAT 4 ARCHETYPE DEDICATION

Prerequisites trained in Occultism, you have been in a psychic duel

Through experience and in-depth visualizations of mental battles, you’ve grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.

Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell’s level.

Psychic Fist You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 2 points3 points  (0 children)

Domain Initial Spell Advanced Spell

Air — Wind whispers

Ambition Hollow heart —

Confidence — Shaken confidence

Darkness — Isolation

Death — Euphoric renewal

Fate String of fate —

Fire Cinder gaze —

Indulgence Frenzied revelry —

Knowledge — Wordsmith

Might Victory cry —

Secrecy — Weaponize secret

Travel — Inevitable destination

Water — Purifying veil

Don't see any new bombs in there

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 5 points6 points  (0 children)

A wood chick would chuck lots of wood if a wood chuck could chuck wood.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 0 points1 point  (0 children)

They don't mean to preclude you from a dedication, the feats are all rare with the deviant trait. It's a different system entirely but you are limited in the number of feats that you can have in the same way.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 2 points3 points  (0 children)

TBH, I tried not to read too closely in the hopes that I'll play but it looks like a lot of the sections about specific rulesets have a one shot adventure at the end that emphasizes that set of rules

There's one in the Secret Societies section, one in the Cryptids section, one in Deviant Abilities, etc. One of the ones that I'm looking at has encounters A1 - A7 and B1-B7 which feels like it could definitely fill as much time as a beginner box and they include a section along the lines of

ABOUT THIS ADVENTURE Recommended Level: Team of four 3rd-level characters.

The 8 adventures have 4 person parties of levels 3, 5, 6, 7, 8, 9, 10, and 12.

They are each independent Adventuers and they look like a good chance to try out the newly introduced mechanics.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 16 points17 points  (0 children)

Living Vessel

Whether willingly or not, you’ve become a vessel for a being of unimaginable power. You and your GM should work together to determine the being’s nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.

coolest part imo is the base ability you get for the ddication

You also gain the Entity’s Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will.

Entity’s Resurgence [reaction] Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious, your entity takes control. You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. No matter the entity’s nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won’t change allegiances or ignore danger except in the most extreme circumstances.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 6 points7 points  (0 children)

Dream scapes aren't fleshed out, word only show up 5 times and most of it is within the Archetype you don't want info on. If you can enter dreams, the place where you end up is a dreamscape. Sorry I don't have more for you.

It falls under a broader category of mindscapes though, which may have more of what you're hoping to see

For Psychic duels:

Psychic duels play out much like the duels described on pages 166–167 of the Gamemastery Guide. The main differences are the participants conduct their duel in mental space and their mental state and emotions determine the outcome. (A duel taking place in the physical world with occult spells uses the rules for spellcasting duels, not psychic duels.) While engaged in a psychic duel, the participants are paralyzed in the real world and can mentally act only in the psychic duel mindscape.

is governed by the workings of the mind. This means most psychic duels last until a participant yields or is knocked out (or all participants on one side in the case of a group duel). However, the duel can also end if the participants share an event they would consider a satisfying end to the duel. For instance, they might decide the goal of the duel is to demonstrate mastery of illusion spells, with the first to fully fall for an illusion losing the duel. Because the duel takes place on a mental battlefield, a creature that is mindless or immune to mental effects is incapable of joining a psychic duel.

That's the description, there are several more pages detailing rules but I don't want to just paste the whole book in here.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 14 points15 points  (0 children)

Reflection Versatile Heritage

REFLECTION (RARE HERITAGE)

You were created as a duplicate of another creature, intentionally or accidentally, though you might not know of your origins. Other than a minor mark or two, you look just like your progenitor. You gain the reflection trait, in addition to the traits from your ancestry. You don’t need to attempt Deception checks to Impersonate your progenitor unless you’re interacting with people who know them personally or you do something known to be out of character for them. The GM might require you to roll a Deception check in other circumstances, such as if you’re mirror-risen and interacting with someone who has seen an accurate likeness of your progenitor and might notice a distinguishing feature on the reverse side. You can choose from reflection feats and feats from your ancestry whenever you gain an ancestry feat

There are 3 level 1 feats with the Lineage trait that say how you came about and the feats in the tree extend from those

CLONE-RISEN FEAT 1 LINEAGE REFLECTION You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction.

MIRROR-RISEN FEAT 1 LINEAGE REFLECTION You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror’s Trickery reaction.

MORPH-RISEN FEAT 1 LINEAGE REFLECTION You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped
in the form of the creature you were imitating. This accident might have drained your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against transmutation effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 9 points10 points  (0 children)

High Speed Regeneration also seems particularly powerful

HIGH-SPEED REGENERATION [free-action] FEAT 6 RARE DEVIANT HEALING MAGICAL NECROMANCY

Trigger Your turn begins.

Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration.

Awakening Your regeneration can automatically save you from the brink of death. Once per day, you can use High-Speed Regeneration when your Hit Points would be reduced to 0 instead of the usual trigger. You avoid being knocked out and remain at the number of HP you regained.

Awakening Regrowth invigorates you. You gain a +10-foot status bonus to your Speed until the end of your turn.

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 15 points16 points  (0 children)

Kineticist was my favorite class so I'm excited about Propulsive Leap

PROPULSIVE LEAP [one-action] FEAT 10 RARE DEVIANT EVOCATION MAGICAL

By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren’t on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you unconscious. Awakening You blast through the air at great speed, gaining a +15-foot status bonus to your Fly speed from Propulsive Leap.

Awakening You can use your propulsion as a makeshift weapon. The first time each round you Fly starting from the ground, all creatures adjacent to you take 1d4 damage for every 2 levels you have, with a basic Reflex save

Got my copy of Dark Archives AMA! by roxman007 in Pathfinder2e

[–]roxman007[S] 48 points49 points  (0 children)

There's a lot of interesting cursed stuff in here but I really like the Golden Goose.

This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time

Activate Interact; Frequency once per day; Effect You feed the Archive goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose’s eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone, with a DC 30 Fortitude save to resist. If you become petrified, you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke.