Shark

nohar's page

Goblin Squad Member. Organized Play Member. 105 posts. No reviews. 1 list. 1 wishlist. 2 Organized Play characters.


Shadow Lodge

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has anyone done the conversion/update to the full 2e rules for We Be Heroes?...i've noticed a couple monsters didn't make it into the final bestiary and i've not got a good grasp on the math changes between the playtest and 2e to know if i need to adjust any DCs or creature stats...i've never done any conversion work and have mostly been a player that's taking the leap to gm'ing in 2e...

Shadow Lodge

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i still don't quite understand how xp works in the new system...the playtest rules didn't explain it well to me and since doomsday dawn didn't award xp i never got to see any examples in action...hopefully the final rules will do a better job of making me understand...

Shadow Lodge

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PossibleCabbage wrote:
CorvusMask wrote:
Umm, orc deities do exist... at least 8 of them... They have whole pantheon of them in Hold of Belkzen campaign setting book
But they are all CE. One would think like "fertility goddess" and "nature god" would not need to be chaotic evil, but here we are. In the interest of multi-dimensional orcs who are not just punching bags for "heroes" we should probably get some neutral orc deities in there. Good might be a stretch now, but neutrality, by its nature, should be tolerable.

they already have a neutral deity...gorum...he's just as much an orc god as he is a human one

Shadow Lodge

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math balance aside with shields what really makes no sense is the arbitrary ban on magical barding or animals not being able to benefit from any item bonuses at all...it seems like it's a byproduct of the resonance system since they don't get any...but that's more a problem with the resonance system that needs to be fixed rather than something we should just get used to...limits on what can and can't become magical is the only real part of the resonance system that blatantly fails the in-world continuity test since those things plainly existed before and now are just gone...

Shadow Lodge

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Alric Rahl wrote:

I think the fact that the character table clearly spells out what you get at certain levels and each category of feats is going to be in a different part of the book then the way it is now is fine. We are just gonna have to get used to it.

Oh look I get a class feat at level 3 let’s go look at my class section. Oh now I get a general feat at level 4 let’s go look at the general feat section. Oh now I’m level 5 I get an ancestry feat I’ll go look at the human section since that’s what I am. This isn’t confusing at all

it really depends on how the feat section is organized...in 1e you had a giant chapter of feats organized alphabetically that you had to sift through to actually find feats you qualify for...if they do that here it will be a nightmare...if they are organized by class or ancestry or archetype and then by level and further in chains by prerequisite that will be much more useful...just a table at the beginning isn't good enough...it's too much to cross reference when the entire system is feat-based

Shadow Lodge

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i don't mind resonance being spent to attune magic items as it limits the number of items worn while eliminating item slots...i'm less fond of having to spend resonance to benefit from potions and scrolls but i can live with it...what i really dislike is being double-charged by having to both attune an item and then later have to spend more resonance each time i activate it...choose one or the other but not both...

Shadow Lodge

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the problem with 4e for me wasn't that classes were mechanically streamlined so they all used the same basic framework...it was that the classes basically had identical powers that only changed the stat they ran off...every class basically had a power that did the same attack and damage that was based on their primary stat...so every class felt exactly the same...i'm not getting that vibe from these previews at all...sure a lot of classes are getting abilities that work the same as casting spells...but they aren't all getting the exact same spells at the exact same level...

Shadow Lodge

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Dilvias wrote:

I am... concerned. From what I can tell, compared to PF1 monk, PF2 monks lose all weapon proficiencies, increasing damage dice past the first level, stunning fist, bonus feats, wisdom to AC and fast movement. Some of these can be bought back as class feats I presume, but doing so means you don't get ki powers at the appropriate levels. Flurry seems worse as well, going from -1/-1 to 0/-4.

i agree with most of these concerns...but the more i think about it the flurry actually seems a bit better...in pf1 you have to decide each round whether to flurry or not because there's always the chance you will miss both attacks by taking the negative...in pf2 there's never a reason not to try because you don't actually lose anything on the first attack and the second attack doesn't waste an action...

Shadow Lodge

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the new skill system and the changes to action economy are probably my favourite things in 2e...really looking forward to trying this out...

Shadow Lodge

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the one thing i'm not a huge fan of is the misleading way the ogre hook is worded...it is listed as having the reach property but then outside the statblock it is mentioned that the reach comes from the ogre itself and not the weapon...if i just took the statblock on its own i would have no idea that any other weapon it happened to wield would also get reach with it...or that anyone who picked up the ogre hook would not be able to use its reach ability...it seems like reach innate to a creature should be listed separately like other abilities that affect more than one aspect of the statblock...

Shadow Lodge

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at first the +2 cha for goblins really shocked me...but then it got me wondering...does this mean that all the other ancestries are getting their good and bad stats adjusted?...this could be a good thing...especially the way building characters seems to have changed...

flavour wise the goblin text could just be a placeholder for the playtest...it was mentioned before that goblin pcs would be addressed in an upcoming adventure path...so it could be that the explanation and flavour in the actual 2e core book could be different since i doubt they'd give spoilers here for an ap that hasn't even been written yet...

Shadow Lodge

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i would just like to thank whoever it was that put the strix in this book...they were one of my favourite races in pf and one of my most memorable characters...it's nice to know i can now play as their descendant...

Shadow Lodge

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i find it a bit odd that people complain about feats seeming too weak at certain levels when they have no idea about the power level the game will have...you can't make accurate assumptions about 2e based on 1e...you have to take 2e as it's own separate thing...i think this assumption is the basis of most of the negativity i've seen...

now about the rogue...i see a lot of the unchained rogue in the preview and that makes me happy...i just hope them getting skill feats every level doesn't overshadow everyone else's skill choices (perhaps this will be akin to how fighters in 1e got a feat every level but it seems like every class gets that now)...i guess it really depends on how personal skills are in 2e...in 1e pretty much every non-physical skill only needed to be taken by one pc...anything more than that was redundant and a waste of skill points other than as character flavour...it would be nice to see an in-game use for multiple characters investing in the same skill...

Shadow Lodge

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i'm liking what i'm seeing here...but it's pretty easy to make the fighter look cool...what i'm waiting for is the monk which is my favourite pf class...make the changes to the monk as exciting as this and you'll have one very happy pf 2e player : )

Shadow Lodge

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Doc_Alpha wrote:


Also does anyone else think they've gone way too far with making the components of casting a spell each separate actions? There's a lost of interesting stuff in the play test but I thought this was just so bad.

i actually like it...for one thing it forces players to acknowledge that they are actually doing something when a spell is cast...all too often in games i've been in all spellcasting turns into effects just being announced as having happened...for another it gives an actual reason for some spells taking longer to cast than others...it was kind've arbitrary before...this feels more structured

Shadow Lodge

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i'm all-in for a new edition...the last few years i've started to get a bit of pf fatigue...i still enjoy playing it in the moment because i like the stories the adventure paths tell...but we have so many house rules and established tropes now it'll be nice to be able to do some new things with the game...i've always liked the golarion setting more than the rules anyway which is why i can't wait until some new novels come along...but until then this sounds like just the refresher i need...

back when starfinder released i honestly thought i was done with pathfinder for good since sci-fi is really more my thing and the rules looked more streamlined...but sadly my group hasn't wanted to give it a try yet so a second edition for pf seems much more likely to actually see some play time...

Shadow Lodge

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just finished reading the novel...now i want to play this ap more than ever...

Shadow Lodge

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i agree with many that this class (and most of the classes in this playtest) are very bookkeeping-heavy...but i think this should be assumed since these are advanced classes for advanced players...here are some of my ideas:

1) either make it a d10 full bab or give it full 9 lvl spellcasting...it should either hit like a fighter or cast like a cleric...this class does neither...

2) lose channel energy...we already have the paladin to be a combat healer

other than these two areas i like the ideas in this class...

i plan on genning one of these up for a wrath of the righteous campaign...i had originally envisioned a cleric of gorum...but when i heard about this playtest and the warpriest i knew i needed to give it a try...

Shadow Lodge

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i blame cosmo for my shadow lodge faction getting removed from pfs...and that i am not high enough lvl to play their scenario before gencon to get the faction boon...

Shadow Lodge

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i blame Cosmo for me not having enough GMs for me to play all of the APs that i have made characters for...

Shadow Lodge

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i blame Cosmo for constantly having to hear Elara complaining about a lack of chocolate malts...

Shadow Lodge

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i blame cosmo for no souplantations within a thousand miles of pittsburgh...

Shadow Lodge

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...from Paths of Prestige...

the text of the ability Colossus Hunter:

Spoiler:
Quote:
Colossus Hunter (Ex): At 2nd level, a mammoth rider gains a +1 bonus on weapon attacks and damage rolls against Large and Huge creatures, and a +2 bonus on weapon attacks and damage rolls against Gargantuan and Colossal creatures.

on the table for the Mammoth Rider it shows "colossus hunter +1" at 2nd lvl, and "Colossus hunter +2" at 8th lvl

there is no mention of ability advancement in the text...does this mean you get the +1 bonus vs. large and huge creatures at 2nd lvl and the +2 vs. gargantuan and colossal creatures at 8th lvl?...or is this a typo or edit mishap?

Shadow Lodge

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i made a strix rogue with flyby attack and maxed stealth...got sneak attack on every single attack...

Shadow Lodge

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James Jacobs wrote:
nohar wrote:

could you be a bit more specific?...failing at life seems a bit subjective even for pharasma...in the multiverse book it says just being an atheist was a "corruption" that sentences them to the graveyard of souls...there are many different definitions of atheist in real life and i'm curious as to which the text is implying...not believing the gods really exist? actively being anti-deity? or simply choosing to ignore the gods' significance in their life and thinking they can make their own destiny? how would one fail at this?

to be clear i am not trying to start a debate on real-life atheism...only how it applies on golarion...

I can try, but unlike made-up religions like Desna or Gorum... there are atheists in the real world, and in my experience, the more you go into how that works in the fantasy realm, the more you run a chance of insulting folks. As much as atheists like to present themselves as being rational... they're as quick to take insult when someone interprets their beliefs in ways they don't agree with as any religious person is. So if I'm vague... it's on purpose. There is some language in a few of our earliest books that treads WAY too close to being insulting for my taste—calling atheists a "corruption" is going too far. It'd be like putting Christians into the game and calling them a corruption because they don't worship the made-up pantheon of Golarion deities. I'm hoping that if we do reprint or expand upon the Great Beyond book I'll be able to step in and fix the insulting parts, but for now, I'm hoping instead to keep the whole topic of atheism in the game low key and under the radar. Which isn't really possible, given how the topic seems to come up all the time.

And so!

Let's say Jorak the atheist is a soldier. He goes through his life, climbing the ladder and becoming a great and powerful general. He saves his nation, prevents three attempts at assassinating his king, gets married, has a family, and eventually retires to run a popular tavern. He comes out...

thanks for the answer...i know it can be a touchy subject for some which is why i almost didnt ask...also at the risk of "outing myself" hehe i am an atheist (and also a bit of a philosophy nerd which i always find myself explaining why that's not a contradiction) and i assure you your comments are not insulting at all...i really enjoy playing characters who worship deities and find it hard not to worship them since in that world they obviously exist...i'm thinking of making a character from rahadoum...and i was curious as to the afterlife ramifications of simply being born and raised in a country that had abandoned all gods without denying their existance...

so essentially it just comes down to whatever alignment you were "born" to be and whether you live up to that ideal? or is it just a matter of good vs. evil?...would a neutral character find it harder to escape the graveyard of souls if he believed he lived a life true to him/herself?

this is a bit of a tangent but your reply got me thinking...since it seems like the earliest life in the multiverse began in the abyss and therefore inherently evil...judgements by pharasma seem to be biased towards rewarding good and punishing evil...being truly neutral i would think she would not use descriptors like reward and punish...if a mortal exceeded at being evil it could be seen by them as a reward to be judged and sent to an evil-aligned outer plane...even though once they got there they'd probably quickly change their tune hehe

once again thank you for taking the time to answer all of my silly questions...also really looking forward to your dungeon level in the upcoming thornkeep book