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Hey everyone, signups for our event have opened a couple of days ago, but we are still adding scenarios to our schedule as people offer to step up to GM. At the time of writing, we offer English/German/Finnish/Italian and French tables. Of course, since this is the replacement for CoNFuSiOn in the Netherlands and AB-Con in Germany, many of you might already be planning on how to enhance your experience with the usual convention things like snacks, lack of sleep, and as many showers as possible^^ If you already have some plans, please feel free to share them ^^ For those of you who have not found our convention just yet here are links to our Warhorn page and Discord.
It seems unclear if or when the Evolution Points reset. Options might include:
This seems to be pretty important since it might open up some out-of-combat use for those abilities. Unfortunately giving players an incentive to extend combat duration, does seem at least a bit problematic.
Glad to read that Gencon is supporting a charity with the ticket sales ^^ Edit. And for those that are not familiar with discord, I usually suggest for players to consider installing the actual software, as the browser version can be a bit tricky. If you want to test your microphone setup before your games, there are plenty of org play discords available ^^ You really do not want to learn the finer points of that program when you are about to start your session ^^
The box is looking great, however I have a question. Will this product be using the full PFS2 ruleset or a limited ruleset like previous products?
Just started prepping it, but that custom map really is enormous, that works for an online game, but I have tables that will have a hard time fitting this map and the normal detritus players bring to the table. I am starting to prep it soon for an online table, that will likely tell me how much of the actual map I need to print or draw. One thing about the character art, it is very subjective, but I really like the art in this one, particularly the first two illustrated NPCs and would like to see more from this artist.
The official character sheet can be seen in the current blog, and unless I am mistaken a local publisher also promoted their crowdfunding fora localized version with a preview of that sheet. Regarding that sheet I have a couple of requests: - Can we please get a version that takes less ink/toner to print? The one from the blog seems almost wasteful, but a lot of us are going to have to print a lot of them for our events to help players create their characters. - Could we please get access to a pdf of the normal version (and printer friendly if at all possible) as soon as possible, ideally today but in all honesty a week before the launch would still help a lot.
I guess the same is true for all those players wanting to quickly create their characters and play them at Gencon. Thank you for taking the time to consider these suggestions.
Our current plans are to open registrations on the 30th of June, right now we are still waiting for a couple more GMs to sign up - or not as the case may be, before finalizing our offerings. If you want to attend and have any requests or have needs that require special consideration, please let me know ASAP. https://warhorn.net/events/ab-con-autumn-2019
I apologize if the issue has been raised before, but I just wanted to make sure that I mention it, since it has been a factor that was very unwelcome among my players. Right now the effect of nat. 20 is that characters will be able to reach a critical result, while those who have invested into a skill might not even have a larger crit range (the option to achieve a critical success by rolling a result that is 10 higher than the DC).
Early in the playtest (and later towards the end) my player requested more impact of proficiency and less impact from items (removing the bonus to skills from some items might help, since right now they are absolutely essential, and this was not the case in PF1). That is one problem, the second one is rather more problematic: A Nat 20 usually means that the check is a success, that might be fine for some situations, but looking at something with a set DC like: From the Playtest handbook wrote:
And Page 292 wrote:
Right now, anyone will eventually crack the DC 45 safety deposit box at level one, and even high-level Barbarians will fail at breaking a fortune cookie. Without having the ability to take 10, that is a bit of a problem, and I feel that the old rules of nat 1s and 20s not being relevant (in PF1) for skills, might have been a good thing, at least when it comes to a situation like this. Could we maybe add something like "if the DC would require the player to roll higher than a 20 to succeed, even a nat 20 is not a success", so it does not fall on the GM to define what is impossible for a particular character?
The following question came up recently about the Demi Lich here are the relevant parts: Someone said wrote:
My question is regarding the Staff Gems ability, how often can a Demilich cast spells from the staff - is it limited by the number of charges a normal staff would have (staff of necromancy at level 13 has 9 charges) or can you spam spells from your staff and you are just limited by your 20 resonance? I assume the excessive version is the case since this would actually give the create a bit of versatility when it comes to casting (just changes the source staff and you change the spell repertoire). How do others read it, this might be and translation issue on my end, and it made a massive difference.
I played this character in playtest scenario 2 Raiders of Shrieking Peak, and it was very efficient, to the point where I got complaints from the other players and the GM.
My aim was apparently to replicate the magus archer I never got to play in PFS, but frankly considering the options I was given this build made a lot of sense to me: Statblock for my Archer:
Archer mage v1 Level 5 Elf
Elf wizard 5 Elf, Humanoid Percep +5; Senses low-light vision -------------------- Defense HP 56 Hero Points 1 Res 6 -------------------- TAC 21; AC 23 Fort +9 (+10 to recovery saves.); Ref +8; Will +7 -------------------- Offense -------------------- Speed 20 ft. Wizard Arcane Spellcasting Prepared (CL 5th; ranged +4) . . 3rd—fireball, magic missile . . 2nd—glitterdust, resist energy, see invisibility . . 1st—burning hands, true strike, true strike . . 0 (at will)—detect magic, electric arc, ray of frost, shield -------------------- Statistics -------------------- Str 12 (+1); Dex 18 (+4); Con 16 (+3); Int 18 (+4); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +6, Arcana +10, Athletics +3, Crafting +9, Occultism +10, Religion +5, Warfare Lore +9 Feats Fighter Dedication, Magical Striker, Quick Identification, Reach Spell, Toughness, Trick Magic Item, Weapon Elegance (elf), Weapon Familiarity (elf) Languages Celestial, Common, Elven Other Abilities arcane focus Other Gear scale mail, composite shortbow, elven curve blade, staff, arrows (10), arrows (10), arrows (10), arrows (10), arrows (10), [i]lesser healing potion[/i], [i]minor healing potion[/i], [i]moderate healing potion[/i], spellbook (blank)s (2), purse (80 sp) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
The build is pretty simple, I went with the fighter multiclass since I didn't want to deal with mage armor which is just worse than actual armor if you want the highest AC. In theory I could also have picked up armor proficiency as a general feat, but that would only have given me light armor, and since I am pretty much stuck with a +4 Dex bonus until level about level 15 where I can hit 20 (22 with a magic item) this seemed like the most effective option to keep my AC up and avoid getting to many crits. Of course, I already like that kind of character. The bow was also kinda forced by the current system, right now a lot of spells (and all of the cantrips I have chosen) take 2 actions to cast leaving me with another free action. Reach spell was actually useful, but the bow just made a lot of sense for that last option and synergized very well with my build. Magical striker really made the whole build work, and I felt very effective. If I were to follow that build I would pick up point-blank shot and switch to a longbow. Right now "have a ranged weapon that does not take 2 hands" seems to be the smart choice, which is unfortunate since it makes it very unlikely that I will be able to regularly wield my staff. If I could point out something that is too good, it's like the Fighter multiclass dedication feat is a bit too good (giving me 2 feats and a couple of other benefits I am not actively using thus far). --- Of course, this build also shows, that just focussing on casting is not currently very appealing I already had problems to find fitting items for some of my playtest characters, and most of the items available to spellcasters are not available yet. Would it be possible to get a damag variant of the clerc feat "healing hands"? To allow pure casters a somewhat effective option to improve their casting? --- Another thing that came up while I was researching this character, is that duellist wands exist, and I would prefer to get some way to get that functionality added to my staff (but that might be a somewhat personal issue). Upgrading my staff as a weapon (since magic staffs are starting as expert weapons) seems like a neat idea, and even if they just add an item bonus to attack and damage rolls with spells (not unlike the staff of healing) that could give those pure spellcasters an outlet for their gold and prevent them from feeling forced to use a bow or crossbow. --- I had fun playing the character, but though I have gotten the feedback that True Strike might be too good (in general, good enough the Iomedae cleric also used it in the same game, combined with weapon surge).
A pretty complex scenario, still need to prep it a whole lot more, but one bit kinda surprised me: THE SAGES CONVENE: If at least half of the PCs have the Debt to the Scarred Sage
--- I can understand the more recent boon, but after The Many Fortunes of Grandmaster Torch... the guy did a lot of questionable things, most recently something players of the current special will be aware of. The chances of this actually being relevant are rather low, but I fear that forcing a group to allow Torch to be present, might lead to party conflict later in the scenario. I can already see the tears if one or more party members who have bone to pick with Torch destroy his gem and thus ruin the very special boon for the sages.
--- The sidebar about Torch puts it mildly "Torch provokes strong feelings in many Pathfinders, and while he intends no treachery in this adventure, the PCs may decide to attack him ".
Does sidereal influence work in starship combat? SIDEREAL INFLUENCE (SU) wrote:
The argument why I think it should: Starship combat is different from regular combat, there are no real combat rounds and while people take actions those are not associated with a classical turn.Currently, Solarians are not in a great space when it comes to skills since (at least at lower levels) players find it difficult to invest much more than 12 points into Charisma, and their attack stat is likely going to be Strength.
Investing in Wisdom and Intelligence is also hard if you need at Strength, Dexterity (you are going melee and need every AC you can get) and at least 12 Charisma so you don't have to live with a single point of resolve at the lower levels. So really, everything helps (and the Solarian issues become less troublesome with level increases and personal upgrades.
Question: Is "starship combat", combat in the personal sense? This involves two abilities: page 103 CRB -SIDEREAL INFLUENCE (SU) wrote:
If starship combat is combat this bonus can't be applied, since Solarians are a bit MAD, that bonus might help. Of course, if it really is combat, the bonus from photon mode might apply: page 102 Photon Mode wrote:
It is not a huge issue, but with players looking for ways to contribute to spaceship combat, this question might come up more often.
About Dilwyn BlevinsSome are born into ancient druidic clans steeped with tradition. Others are indoctrinated to the natural faith to better serve their communities as liasons with the natural world. Dilwyn is neither of these. At a young age he became fascinated by the sky, its constantly shifting forms, its occasional fits of jealousy or wrath, and, perhaps most alluring of all, the way it just continues to stretch on forever, unhindered by the horizon. Where the people around him just see 'up,' Dilwyn sees a constant companion, whose fickle moods can be appreciated for the depths of personality they show. Dilwyn is, for lack of a better word, smitten. Unable, or perhaps unwilling, to concentrate on the earthly tasks of civilization, he proved quite frustrating to his family and the others in his small village. They'd often find him with tasks unfinished, just watching the skies by day, or catch him up late at night gazing at the stars. As it was, even his parents weren't particularly devastated when Dilwyn, at the age of fifteen, just wandered out of town, never to return. He'd embarked on a personal pilgrimage, of sorts, to see the sky -- all of it. Whatever chances the people of his village might have given for his survival, Dilwyn proved quite adept in the wild. His deep connection with nature, and one of the two main facets of Gozreh, have imbued him with the powers of the druids. Where many druids become hermits or reclusive, Dilwyn feels comfortable wherever he can see the sky, and that sometimes includes town, or even cities. In fact, he often relishes his visits to such places, as he infrequently gets the chance to interact with other people on his travels. When he neared Kaer Maga, it didn't take a second though for Dilwyn to make directly for the city, eager for the rare chance to sleep in a comfortable bed, stock up on the sorts of supplies one can only find amongst civilization, and relieve a little of the loneliness that had begun to creep in around the edges during his long walk across the Storval Plateau. This prophecy of doom he's stumbled upon concerns him greatly. While he has no particular connection to the town of Holver's Ferry, or any of the people therein, he's nonetheless a good-hearted soul. Sickness, disease and strange creatures are things he can help with, plus, as he's never been there, there's still its sky to discover and protect. After all, the ruin of the world would surely mean the ruin of his one, greatest love. That's unacceptable, and Dilwyn is prepared to go anywhere and do whatever it takes to ensure its safety. Dilwyn doesn't look like the steroptypical druid. He likes to keep himself clean and washed, and doesn't travel with animals. His rugged muscles and long hair, coupled with the armor he's made out of the skins of animals he's killed for food and self-defense (or both) give an initial impression of a professional hunter/trapper. He's got a relaxed demeanor and gets along well with others, like a pleasant breeze. Stats Dilwyn Blevins
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