The "Stealth +10" is relevant because it's a Complex trap. As a Complex trap, when it activates it rolls into Initiative and an Encounter commences. With a +10 Stealth bonus it rolls a 1d20+10 for it's Initiative.
The Party's perception roll needs to beat the passive Stealth DC (24) to notice the hidden controls before the trap is triggered, but only an Expert in perception is allowed to make the roll.
The Trap door does indeed have TAC and Saves, for if the wizard decides to shoot rays at it, and it always does 10 bludgeoning if you fall in it because it's a 20' deep hole, and you take 1/2 the number of feet you fell in damage. The damage type for smashing into the ground is bludgeoning.
No. No, as a matter of fact. It is pretty much exactly that. It is an absurdly rare and archaic word.Emphasis mine.
Also, what is the point of having Immunity to Critical hits if there is not HP?
Because you need a specific amount of damage to beat their Hardness and Dent them. You can't get lucky and hit a kidney with your dagger when attacking a trap door. If you're only able to swing hard enough to do 1d4+4 vs an 11 Hardness, you're not gonna be able to dent it, so let the Fighter with the Earthbreaker up to smash it to bits.
Disagree. Strongly. Miracle, Wish, and similar power level spells should not only be feat locked, but they should be narrative locked to the point where nearly no one qualifies ever. I'd personally prefer them be removed from the game entirely (No one should have, "I call my god up, and he sorts the issue for us." as a class feature) but I'll take locking them to level 20 only as a step in the right direction.
Mark Seifter wrote:
Oh, don't get me wrong, I'm not salty. I wasn't expecting the systems to play nice when you take a PF1 character using PF1 numbers and put it against a PF2 "We've annoyed the DM" level monster using PF2's numbers and systems. I can't wait to have a rematch one day with a level 18+ second edition party.
Aside from the fact that the Grim Reaper literally has the "*teleports behind you* Nothing Personal kid." maneuver, thereby proving he is the edgiest of all bosses, has anyone noticed that he's and Undead with a +8 Con mod?
As a fun anecdote, for a bit of fun, my party of level 18 PF1 characters (Fighter, Swashbuckler, Shaman, Mesmerist, Alchemist) that have been playing for 2 years, and routinely fight things at APL+5 or 6 without breaking a sweat, decided to run an encounter versus this guy. He uses these stats, and the PF2 action + crit system. We had unlimited time to buff, but used PF1 action + crit system. Long story short, he slaughtered us all in 4 rounds. My Swashbuckler lasted the longest through lucky parries and fortification rolls against his crits, but the Grim Reaper was utterly unstoppable.
I didn't know I wanted this in my life till just this moment. Bye guys! I'm joining a Cult to usher in the end of all things!
I think we should all wait to propose "fixes" to the system till we see the system in total. Counterspelling as a Reaction is a feat. We have been given one feat and told there are many, many more. There's no reason that all the suggestions people are making and more aren't also feats that build off the original Counterspell feat that you can opt into if you want your character to be the ultimate spell breaker.
Wait till you know what the situation is, try it in it's default state, then propose changes after you've had table time with it.
I have no idea why people are getting bent out of shape over the shape of the orc. If they're gorilla like, cool. If they're pig like, cool. If they're anything more interesting than grey/green humans with bad teeth, seems like an upgrade to me. People banging on about racial profiling or some such like that's actually a thing. An orc is an orc. It's a bestial, murderous monster for killing at lowish adventuring levels. It's not a human, and is not a commentary on humans. No need for connections where there are none.
Rangers really shouldn't have magic in the first place. It would be better if they just stripped the feature off them entirely rather than let them have whatever it would be called that you're proposing (the thing you're asking for is the exact opposite of what a spontaneous caster is). I'd prefer they not ever have access to spells through any means; feat, archetype, etc. It's always felt tacked on and is frankly a waste of design space. Rather than pushing the things that make a Ranger, like Traps, terrain use, Tactics, they instead burn page space writing Druid-lite spells that do the opposite.
Ambrosia Slaad wrote:
When I play a PC or NPC dressed for combat, the character isn't dressed to emphasize or exaggerate their physical sexual characteristics. They are dressed to be competent and well-protected. They don't eschew their sexuality, but they damn well know that it's difficult to be sexy when you're maimed, dying, or a friggin' corpse. Dress appropriately for the job at hand seems a reasonable sound strategy.
That may be your approach, but my character, who's a front-line fighter (Swashbuckler, technically) and my definition of "the sexy male" fought through literal Hell wearing nothing but an albino Crocodile skin pimp coat, breeches, and some exceptionally fashionable boots, just so the devils could admire his awesome abs while he stabbed them, and it was glorious.
I'm sorry, but the majority of this thread has me confused.
There seems to be a lot of posts to the effect of, "Half Orcs are (typically) a product of rape, and that makes me uncomfortable, so we should get rid of them in favor of full orcs."
So, if I'm understanding correctly, the child of rape (who, like any other child, has no say in the circumstance of it's conception or upbringing) is objectionable, so you'd rather play as the rapist himself?
I wish for a cheap item that negates light sensitivity. There's already Smoked Goggles, which cost just 10gp and are non-magical gear. They make it so you get a +8 to saves versus Vision based attacks, and always count as averting your gaze. They impart a -4 to Perception and give everything a 20% miss chance. They are essentially sun glasses so dark you can barely see through them.
You're telling me they can make super dark glasses, but they can't make some much-less dark sun glasses? The only options for removing light sensitivity is through expensive magical eyewear, which I find to be ridiculous.
Just make some sun glasses, around the same price point as Smoked Goggles, that grant a bonus against light based hazards and attacks for races without light sensitivity, and get rid of the sensitivity for races that do, at the expense of while you're wearing them make it so you can't use either Dark or Low-light Vision. That seems reasonable for removing what is essentially an inherent -1 to Perception and Atk Rolls for certain races.
I happen to like my fantasy pulpy, tropey, and over the top. Chain mail bikini, "boob-plates", what-ever; they're all fine. Right along with the male armor that consists of loincloth, colossal shoulder pads, and sheer manliness (gigantically oversized compensatory weapon option).
If you don't personally go for that, you are certainly welcome to ban it at your own table. By all means, and more power to you, but lets not pretend censorship is ever a good thing. More facets receiving representation, rather than fewer, is always better. Lets have sensible, historically accurate chestguards, absolutely, but there's no reason there's not space for impractical nonsense beside it.
Ignore handringing by Martial characters. Critical failures NEED to count for meele & ranged attack rolls in Pathfinder 2E!
I think alignment is important. As a DM tool. There should not be a line on character sheets for Alignment. The players should never know their alignment, or anyone else's. It's best used as an ear-mark for the DM to present monsters and peoples in broad strokes of "X values Y, and will typically do Z to accomplish it."
I'm good with Static HP per level. My table has been moving more and more that way as the years progress.
We started with the basic "roll, take what you get." years ago. Moved on to, "Half+1" and currently are using "Get half, roll half" where if you're a d10 class you get d5+5 so you're getting at least half+1. Might as well just take that last step at this point and toss rolling entirely.
That's my thought too. After using "Race" for years, I'll allow a bit of cross-over during the transition period.
I can already see a scene with my PC's trying to chase a squad of Nimble Elves through wooded terrain. With such a large gap in movement capability, it really will feel like the Elves are ghosts. Hitting, running, and fading back through terrain while the Humans and Dwarves flail through the brush. I look forward to seeing how they deal with the situation.
Ya know, it's really annoying. I just get through telling my friends, "If it were Goblins, or no new Core races at all, I'd personally have picked no new Core races" but then of course my stupid brain has to start poking at me, "Hey. Hey. I know you juuuust finished saying a thing... but wouldn't this idea here be a fun character to play?" G++ d+%n it brain.
Jason Bulmahn wrote:
While I happen to be largely positive as to what's been shown so far, I almost wish you did keep it under wraps till release.
Having so many people clamoring about, "My napkin math/gut feeling (having been given only half of one single variable in the equation) show conclusively that old is better than new and new can never work." basically turns my forum reading experience into, "Is the post written by Paizo staff? No? Avert gaze to avoid no-save sanity damage."
Ya seem to be forgetting the purpose of the game. It's not to as accurately as possible simulate the real world in all matters. We don't get up from the table, pat each other on the back and say, "Man, we sure captured realism for a good four hours there."
The game's about creating exciting, awesome, and memorable moments. The dagger circle in the Glass Cannon Podcast was exactly that. It was funny, exciting, and most importantly, memorable. Yes, it's a bit cheesy, but it's great, and the game's better for the inclusion of oddities like this that allow players to come up with creative solutions to an impossible encounter.
Hey, look, more personal insults. Isn't it great how we can have opinions and be individuals?
You are in fact being hostile and childish. You know next to nothing about the new system, and yet are tossing around condemnations. Spewing hate is not an acceptable expression of opinion or individuality. Have a nice night.
Rysky the Dark Solarion wrote:
Also stealing, because that idea is too fun.
Looks like a very easy case for a house rule to me.
Pax Rafkin wrote:
Is it normal for people to walk around in public with weapons as it is was on Golarion? Or the Old West? Or modern day Texas?
They mentioned that it's perfectly normal to wear your armor anywhere on Absalom Station, since your armor is also your environmental suit. That said, it's probably considered a tad gauche to carry a heavy railgun into the mayoral mansion.
You seem to be misunderstanding the history of the elf gates. Yes, they were made by the elves, but they made a LOT of these things. Hundreds, scattered all over every planet in the solar system, and they were absolutely awful at keeping track of them. For every one they still knew about and kept under proper guard, there were dozens of "lost" elf gates, just hanging out in random forests, deserts, caves, jungles, ruins; still functional and just waiting for someone to trip through.
Most elf gates weren't used by elves anymore even in Pathfinder times. They were in the hands of whatever race happened to have found them.
And that aside from the mentioned spaceship age before the Gap and the loss of Golarion.
Because of the Elf-gates, there was a lot of cross-pollination of Golarion species across the Pact worlds. You could already find lizardfolk adapted to Akiton, Drakes on Triaxus, Anhegs on the moons Liavara, even a population of Golarions on Aballon. Anything that could stumble through an unassuming looking archway could conceivably have made a foothold off planet.
Go nuts. They're all out there somewhere.
I think I know the exact npc you're speaking of. As it happened, when we got to that part of the game, the second she came on the scene my whole party basically all turned and looked at me like, "So, you're going to seduce our way through this one, right?"
It's become an on-going tradition with my group that I'm always the one pushed forward whenever there's an npc who's open to bedroom negotiations. I'm such a team player, I end up playing for both teams.
I still wonder if the emergence of the drift has affected the ease of access to other dimensions, such as making the drift a new transition boundary or barrier between the prime material and other planes. It would help explain why previous magical means for long range travel or communications are no longer as viable as they used to be.
I don't think anything changed, honestly. We're still pretty unclear on whether Triune made or simply discovered the means by which to access the Drift. There's a good possibility that it was there all along, an empty void that existed since the dawn of time. If so, the boundaries wouldn't change any when the Drift drives were gifted.
The other methods of travel (shadow drives, extra planar short cuts, and generation ships) that were used before the Drift drives are still possible, but they require a lot of things your average person isn't willing to put up with.
Shadow drives, which let you dip into the plane of Shadow and cover vast stretches of space quickly are still slower than Drift drives at getting around. They also pack all the unpleasant side effects of being in the plane of Shadows.
Jumping into the Ethereal plane, and zipping along using the power of your mind requires a few things that make it impractical for mass use as well; your speed is determined by your Intelligence and you also need to be able to get into the Ethereal plane in the first place. In other words, you need to be a powerful spell caster, preferably with an Int focus. Sure you don't age while you're in there, so travel time means nothing to you, but it's still passing outside. It's a trip that basically means you're leaving behind everyone you knew and loved forever, because they'll be dust by the time you get to your destination.
Generation ships are typically a last resort in any setting. Who really wants to spend the rest of your life in confined spaces with grandma?
There are things like Interplanetary teleport, but those have requirements that aren't always feasible eaither. You, again, need to be a high level spell caster, and you need to know where you're going. Not exactly ideal when you're just trying to go new places you've never been, nor is it terribly expedient when trying to set up a colony, when you're essentially limited to what you and a few people can carry in your arms at a time. It also means you're building a colony that will be highly isolated, with their fate resting on the mage capable of teleportation not getting eaten by strange alien fauna, or flora even.
Then enter the Drift drive; cheap, reliable, user friendly. Doesn't require years of training, can get anywhere quickly, can be hooked up to any size of ship you like, so you can haul massive amounts of cargo, no nasty shadow side effects, quick enough that you can always be home in time for Christmas-analog.
It's not a matter of the other methods no longer existing, or not working, it comes down to simple humanoid laziness. Drifting is fast, cheap, easy, and its side effects don't effect the primary user directly. Sure, once in a while, you tear off a chunk of Hell and have some angry imps gumming on the windshield, but your ship got attacked by weird stuff in the Shadow plane, and the Ethereal plane too, so you can't really even complain about it. Random encounters are just a part of travel.
Uret Jet wrote:
Not exactly. In the reveal stream, they mentioned that the nearest thing they had to mechanical FTL communication, was essentially strapping a message to a guided missile with a Drift drive and launching that in the direction of wherever it was you want the message to go. They receive it, and send a message back the same way. Hardly instant communication between planets, especially across the Vast when you'd be looking at 10d6 days roundtrip.
The spell Sending, if it hasn't been given a planetary range in Starfinder, is still probably your best way of getting communication across the Galaxy.
Do creatures still have immunity to energy types? It sucks playing a fire kineticist fighting devils for example. The holy fusion on a laser cannon isn't going to help at all when fighting devils if they still have immunity.
They've mentioned that the Holy fusion is nothing like the Pathfinder enchantment, so it's entirely possible that it turns off their immunity and/or DR, this time around.
Rysky the Dark Solarion wrote:
"You assume they work the same, even after being repeatedly told, over and over, on a wide variety of broad and narrow subjects, 'No, that doesn't work the same as it did.'"
At this point, it seems a safer bet to believe, "If I recognize a name, it probably doesn't work the same way it used to."
Mark Seifter wrote:
Ah, Hey there, Slumber Hex. Yeah, did you hear? Mark Seifter was talking about you.
You'll be happy to hear that a lot of your concerns have been addressed.
While feats with other feats as prerequisites still exist, they trees are much shorter, with a lot of the feat-taxes removed.
There is no Big 6 anymore. They've specifically pulled away from items and feats that give flat +X to stats, and while you can enchant, upgrade, cybernetically enhance, and tweak your gear, body, and armor all day long, you can only wear two magic items (things like Ring of Freedom of Movement, or Cloak of the Gargoyle. You can carry as many potions, spell gems, or wands as you like, though.)
Mark was pretty vague on automatic power-scaling of low level spells, but he mentioned that they'd specifically tried to not let low level spells scale into the ridiculousness that Pathfinder ones did quite often. Instead mentioning that spells are at their most powerful when you first get them.
So, essentially what you're saying, is that Sarenrae is Papyrus. Nyeh heh heh. I knew she was a cool dude.
You underestimate how powerful a 1 level dip into soldier is, as it lets you get Heavy Weapons specialization as early as 3rd level. Normally any other class would need to go Longarm Proficiency > Longarm Specialization > Heavy Weapons Proficiency > Heavy Weapon Specialization as feats, which would take till 7th level and use up all their feats. By getting Heavy Weapons Proficiency from the dip, they skip all those steps except for the last, and can just spend one feat to nab Heavy Weapons Specialization.
You also get Heavy Armor, and there's no spell failure chance in SF, so your Technomancer can totally wander around in the heaviest armor they're proficient with. As an aside, though, Heavy Weapons have a strength requirement to free fire. If you don't have high enough strength, you need to mount them on a tripod, so most casters would likely be better off just stopping at long arms as their damage option, unless they want to add Strength to their build.