
Fuzzypaws |
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TEML is Trained, Expert, Master, Legendary.
Also gonna quote myself from that thread, because heck, I hope someone can explain these in such a way that I misinterpreted...
* * * *
I see from that sheet that apparently weapon groups are NOT actually a thing... just simple or martial. Nothing like axes, polearms, etc. :(
Also by being grouped with magic items, I guess non-magical alchemical items DO use resonance. Whhhyyyyyyyy? :( :(
Apparently Rage requires concentration?! They said you couldn't use actions requiring concentration during rage, but apparently that's not a trait of the rage per se, it's because the rage itself is occupying your concentration "slot"... I guess that means you have to spend an action each round to maintain rage? D:
No ability modifier for ranged damage, unlike other modern games based on the d20 chassis...

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I see from that sheet that apparently weapon groups are NOT actually a thing... just simple or martial. Nothing like axes, polearms, etc. :(
We know they're a thing. They don't appear to be a thing for proficiency under normal circumstances. Which is fine.
Also by being grouped with magic items, I guess non-magical alchemical items DO use resonance. Whhhyyyyyyyy? :( :(
We know some magical items don't use Resonance (a +2 Sword uses none), so this isn't necessarily true. I fear you're right, though.
Apparently Rage requires concentration?! They said you couldn't use actions requiring concentration during rage, but apparently that's not a trait of the rage per se, it's because the rage itself is occupying your concentration "slot"... I guess that means you have to spend an action each round to maintain rage? D:
It says 'Concentrate' not 'Concentration'. I suspect that, like Somatic or Verbal, Concentrate is a type of action, and that it thus requires a single concentrate action to activate Rage (and that doing something else with a Concentrate action is impossible while a Concentrate Action lasts).
I don't think it'll cost an action per round, though, just one to start it up.
No ability modifier for ranged damage, unlike other modern games based on the d20 chassis...
This does appear true. And potentially interesting. I'll need to see more of the rules before giving an opinion on it.

Paradozen |

This is pretty cool. Couple of space issues that I see though. Mostly the actions and activities box seems too small for my taste. Likely I'll just write the stuff next to some of the feats/class features anyway. Also I don't see anything for spells, though maybe this is a slightly specialized character sheet. Eh, there's probably something in there I don't need. And the languages line is pretty small, maybe getting a lot of languages is harder? Or just doesn't matter as much for space issues.
I like that the modifier box for ability scores is bigger than the score, it might make it easier to explain the difference to new players. I want to know what hero points do in PF2. Hopefully that box isn't like the annoying DR and Resistances boxes in the PF1 sheets, that almost never mattered because very few characters I played ever had DR or Resistances. Looks like spirit totem makes barbarians experts with will saves, which is pretty cool.

Stone Dog |

The "no ability score for ranged damage" is interesting, but can perhaps be addressed through other means. The Deadly 1d10 for crits (2d6+d10?) could help a lot, plus we don't know what traits a composite bow might have.
We're missing out on a bonus for thrown weapons though. I hope that hasn't completely disappeared.

Iron_Matt17 |

This is pretty cool. Couple of space issues that I see though. Mostly the actions and activities box seems too small for my taste. Likely I'll just write the stuff next to some of the feats/class features anyway. Also I don't see anything for spells, though maybe this is a slightly specialized character sheet. Eh, there's probably something in there I don't need. And the languages line is pretty small, maybe getting a lot of languages is harder? Or just doesn't matter as much for space issues.
I like that the modifier box for ability scores is bigger than the score, it might make it easier to explain the difference to new players. I want to know what hero points do in PF2. Hopefully that box isn't like the annoying DR and Resistances boxes in the PF1 sheets, that almost never mattered because very few characters I played ever had DR or Resistances. Looks like spirit totem makes barbarians experts with will saves, which is pretty cool.
Actually if you watch the stream, a few of these questions get answered...
Specifically, Hero Points, and the Totem.
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Fuzzypaws wrote:Jason did mention in the Stream that his Barbarian wanted a Composite Short Bow so that he could add STR to damage...
No ability modifier for ranged damage, unlike other modern games based on the d20 chassis...
Maybe it just doesn't get a specific box because not all ranged weapons get such a thing. Crossbows certainly don't, after all.

Iron_Matt17 |
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This is pretty cool. Couple of space issues that I see though. Mostly the actions and activities box seems too small for my taste. Likely I'll just write the stuff next to some of the feats/class features anyway. Also I don't see anything for spells, though maybe this is a slightly specialized character sheet. Eh, there's probably something in there I don't need. And the languages line is pretty small, maybe getting a lot of languages is harder? Or just doesn't matter as much for space issues.
I like that the modifier box for ability scores is bigger than the score, it might make it easier to explain the difference to new players. I want to know what hero points do in PF2. Hopefully that box isn't like the annoying DR and Resistances boxes in the PF1 sheets, that almost never mattered because very few characters I played ever had DR or Resistances. Looks like spirit totem makes barbarians experts with will saves, which is pretty cool.
Ah, ok then. From memory...
There is a third page that was not previewed. It's for spells and spell points and the like.Hero Points are basically GM brownie points which can buy you things like stabilize while dying, reroll a d20 (tho they are generous that if your second roll is worse, you can take the first) or if you spend all 3 (which is max) Hero Points you can get a fourth action in a round. That's the rough explanation.
Spirit totems do something else other than saves, but I can't remember what...
Hope this helps!

GentleGiant |
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Apparently Rage requires concentration?! They said you couldn't use actions requiring concentration during rage, but apparently that's not a trait of the rage per se, it's because the rage itself is occupying your concentration "slot"... I guess that means you have to spend an action each round to maintain rage? D:
Jason said that he just jutted down some shorthand notes and, of course, there was more to rage than just this, but this was to remind him of the most important stuff - this could probably also be in relation to other abilities and incoming threats, such as being unaffected by certain mental spells.
Couple of space issues that I see though. Mostly the actions and activities box seems too small for my taste. Likely I'll just write the stuff next to some of the feats/class features anyway.
One thing to keep in mind is that this is a horizontal character sheet, not like the official ones we're used to from previous editions. So that might help in some instances with regard to space - although it might not seem as obvious in the screenshot.
Also I don't see anything for spells, though maybe this is a slightly specialized character sheet.
Jason said that the three page character sheet would be at the back of the book, so there should be a third page primarily for spells.
And the languages line is pretty small, maybe getting a lot of languages is harder?
Besides your initial languages we haven't heard how you acquire more languages.
I want to know what hero points do in PF2
I can't remember all the things Jason said, but you can use them for rerolls. And the "bonus" this time around is that if you use one to reroll a failed roll and you also fail the second roll... you get the hero point back.
He also said that you can get up to three points, but the third one you have to do something extraordinary to get. If you have all three points, though, you can elect to burn all three at once in order to get one extra action for one round (so up to four actions in one round in total).EDIT: And, of course, I get ninja'ed while typing all that. :-p

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So the character progression seems to be a variation of Another tabular-based character advancement. With perhaps a few additional "feats" at certain levels.

Iron_Matt17 |

For the record I'm a bit disappointed that Barbarians seem to only get 3+Int Skills at 1st level (and 3 Signature Skills). That'll hopefully be fixed along with Fighter eventually, but I remain less than pleased.
Would you prefer 4+Int and 4 Signature like the Paladin gets? (at least I'm fairly certain Seelah got that) I'm not seeing too big of difference there...
PS- Also we know that that the Druid gets 4+Int w/ 4 Signatures
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Would you prefer 4+Int and 4 Signature like the Paladin gets? (at least I'm fairly certain Seelah got that) I'm not seeing too big of difference there...
PS- Also we know that that the Druid gets 4+Int w/ 4 Signatures
I would strongly prefer that full casters (like Druid) not get more Skills than Fighter or Barbarian, yes (I'd make an exception for Bards, as they're the 'skill monkey' casting class). They've already said they'll fix this for Fighters, so I'm hopeful they'll do so in general, but it remains unfortunate.

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I wonder... Where would one place Resistances on the Character sheet? (such as ones that were unlocked for the Barb)
And could someone explain the Bulk line to those of us who have never played Starfinder? Like what's the ENC? etc...
In Starfinder, when you have bulk over half your strength score, you’re encumbered (you take some penalties that I can’t remember, but roughly similar to heavy load) when you have bulk over you’re strength score, you take more penalties, including I believe very limited movement.
Note that it seems that the pf2e maths seems different - they are 5+str mod and 10+str mod. This doesn’t make a difference for strength 10 characters, and generally the encumbered will be the same for higher strength characters, but the overloaded will be lower.
Edit - Starfinder effects of the two levels, obviously no idea if these will translate over
Encumbered While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.
Overburdened If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.

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Various things I found out from watching the Twitch Stream:
-You can only retrain things for other things you could've gotten at that level. This is both cool and important mechanically.
-Humans get two floating Ability Boosts. WE suspected this, but now we know for sure.
-A 1st level Barbarian gets +2 HP and +2 Damage (as well as -1 AC) when Raging. Rage is an action to enter.
-A Maul does 1d12 and has the 'Shove' property, but no others. A Shortbow does 1d6 damage, a 60 foot range, and has the Deadly 1d10 property (and can add Str to damage if Composite, and only if Composite).
-Hero Points exist and are gained in increasingly difficult ways. You go back to 1 Hero Point just for showing up, go to a second for good teamwork, and go to a third for doing 'something awesome'.
-You can spend 1 Hero Point to auto-stabilize when dying. You can spend two to reroll a die (but get 1 Hero Point back if you still fail). You can spend 3 Hero Points to take an extra action (for a 4 Action turn). It sounds like those are the only uses.

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Personally I think every class should get at least 4+int w/ 4 signature skills.
They have indicated a willingness to fix this in regards to the Fighter, and thus likely in regards to other Classes, but yeah, I'm...not best pleased with non-spellcasters also being actively worse at skills than spellcasters. That's a very bad precedent.

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Spirit totems do something else other than saves, but I can't remember what...
It's never precisely said what Spirit Totem does, though it's implied to be useful against the undead and maybe demons.
All Barbarians get Expert Will Saves, though. IMO, combined with Rogues having Reflex and Will, that means almost all Classes start with Expert in two saves (I could see Wizard and Sorcerer with Will alone). Which is good info to have.

Mbertorch |

Dragon78 wrote:Personally I think every class should get at least 4+int w/ 4 signature skills.They have indicated a willingness to fix this in regards to the Fighter, and thus likely in regards to other Classes, but yeah, I'm...not best pleased with non-spellcasters also being actively worse at skills than spellcasters. That's a very bad precedent.
Just curious, which numbers do we already know for which classes, when it comes to skills? Like, Fighter and Barbarian are 3+, Paladin is 4+(?), Etc. How many do we know?

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Just curious, which numbers do we already know for which classes, when it comes to skills? Like, Fighter and Barbarian are 3+, Paladin is 4+(?), Etc. How many do we know?
Fighter and Barbarian are 3+. Druid is 4+, and Paladin appears to also be 4+ (though there might be an intervening variable there since that's from one specific character not a Class Descriprtion). Rogues have a really large number (math indicates 8-ish, but it's not super precise).
We don't really know the rest, but most seem to hit the 4+ mark except for Fighter and Barbarian. Which is annoying.
Well martial classes should get 6+int skills.
Casters should get 4+int skills.
Skill monkeys should get 8+int skills.
I might not go quite this far, but I'm certainly not pleased that Barbarian gets fewer skills than Druid, and lacks Survival as a Signature Skill. That seems deeply wrong.

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Is signature skill like a class skill?
It's a Skill you can get to Master level or above, all others cap at Expert.
There are a variety of non-Class ways to get more of them (the Pirate Archetype Dedication gives Acrobatics, the Pickpocket Skill Feat gives Thievery, presumably etc. etc.), but they're still relevant. They also seem tied to the number of skills you get, which is interesting.
Question: if there are 3+, can there be 5+ or 7+?/, for skills?
Presumably, yeah.
Personally, my order would be something like the the following:
Least (+3?):
Sorcerer, Cleric, Wizard, Druid2nd Least(+4?):
Barbarian, PaladinMiddle(+5?):
Monk, Fighter2nd Most(+6 or 7?):
Alchemist, Ranger, BardMost(+8?):
Rogue
I'd put Alchemist way lower (as an Int-based Class), and wouldn't put Barbarian lower than Fighter (that seems weird and unwarranted). But really, I'll just be satisfied if everyone who isn't a spellcaster has 4+, and nobody who is a spellcaster has more than 4+ except for the Bard.

Chest Rockwell |
Chest Rockwell wrote:I might allow Str for some (bows), but not crossbows.This seems to be official, with reference made to adding Str on a Composite Shortbow.
Right on, but that raises the question of having composite bows, at all, as it is a layer of complexity that often becomes meaningless as all characters will get a bow to match their Str.

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Deadmanwalking wrote:Right on, but that raises the question of having composite bows, at all, as it is a layer of complexity that often becomes meaningless as all characters will get a bow to match their Str.Chest Rockwell wrote:I might allow Str for some (bows), but not crossbows.This seems to be official, with reference made to adding Str on a Composite Shortbow.
It's possible that composite will simply be a binary - if it's a composite bow, you add your Strength to the damage, if it's not you don't.

Iron_Matt17 |

Iron_Matt17 wrote:I wonder... Where would one place Resistances on the Character sheet? (such as ones that were unlocked for the Barb)
And could someone explain the Bulk line to those of us who have never played Starfinder? Like what's the ENC? etc...In Starfinder, when you have bulk over half your strength score, you’re encumbered (you take some penalties that I can’t remember, but roughly similar to heavy load) when you have bulk over you’re strength score, you take more penalties, including I believe very limited movement.
Note that it seems that the pf2e maths seems different - they are 5+str mod and 10+str mod. This doesn’t make a difference for strength 10 characters, and generally the encumbered will be the same for higher strength characters, but the overloaded will be lower.
Edit - Starfinder effects of the two levels, obviously no idea if these will translate over
Encumbered While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.
Overburdened If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.
So 5+STR you're Encumbered. 10+STR your Overburdened. Got it thanks. That's a confusing layout...

Iron_Matt17 |

Chest Rockwell wrote:It's possible that composite will simply be a binary - if it's a composite bow, you add your Strength to the damage, if it's not you don't.Deadmanwalking wrote:Right on, but that raises the question of having composite bows, at all, as it is a layer of complexity that often becomes meaningless as all characters will get a bow to match their Str.Chest Rockwell wrote:I might allow Str for some (bows), but not crossbows.This seems to be official, with reference made to adding Str on a Composite Shortbow.
^This. I like this way better.

Mbertorch |
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Dragon78 wrote:Is signature skill like a class skill?It's a Skill you can get to Master level or above, all others cap at Expert.
There are a variety of non-Class ways to get more of them (the Pirate Archetype Dedication gives Acrobatics, the Pickpocket Skill Feat gives Thievery, presumably etc. etc.), but they're still relevant. They also seem tied to the number of skills you get, which is interesting.
Mbertorch wrote:Question: if there are 3+, can there be 5+ or 7+?/, for skills?Presumably, yeah.
Mbertorch wrote:I'd put Alchemist way lower (as an Int-based Class), and wouldn't put Barbarian lower than Fighter (that seems weird and unwarranted). But really, I'll just be satisfied if everyone who isn't a spellcaster has 4+, and nobody who is a spellcaster has more than 4+ except for the Bard.Personally, my order would be something like the the following:
Least (+3?):
Sorcerer, Cleric, Wizard, Druid2nd Least(+4?):
Barbarian, PaladinMiddle(+5?):
Monk, Fighter2nd Most(+6 or 7?):
Alchemist, Ranger, BardMost(+8?):
Rogue
Eh. It's always irked me that the trained martial character is less skilled than the instinctive martial character.

Aratrok |

Rage taking an action is baffling to me. Especially since it seems no more useful than the older versions (and has lost some of its utility in making Strength checks) of the ability and its downside is so much more severe this time around.
Also it's a little insulting that "drastically increases her damage" turned out to be a piddly +2. Come on.

Voss |
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I like the char sheets. Probably need a 3rd sheet for equipment, but overall I like the clean and orderly design.
It's a trivial thing (as I prefer just writing it out in a notebook), but I hate them. Stats in the bottom corner is just strange, and having the top line (one of the primary places that readers naturally direct their eyes) taken up with passive and rarely changing background info (weapon/armor profs) is utterly baffling.
I'd put AC and HP along the top, speed, perception and class DC below that, stats in straight line down the left side, and saves next to them.
That way, key information is there at a glance in a fairly nature reading order.
Weapon/armor proficiency is redundant information, already present in the calculation for weapons and AC. It's fine to have, but it doesn't need to be prominent.
Actions and activities needs more room.
TEML and the checkboxes everywhere eats a lot of room. Perhaps just a two entry box for Prof that is entered as T: +1, or E: +2?
SIG doesn't seem to do anything, so it looks very odd as part of the calculation line. Perhaps the weird icon under the skills can be used as a checkbox for it instead? In much the same way the old 3.0 character sheet did trained as a checkbox next to skill names.
---
As an aside, the layout of stats (and the character sheets in general) amuses me, as it emphasizes how meaningless the stat score is. The modifier is everywhere, and is even of prime importance in the stats section itself. The 'score' comes up never. Time to drop it.
----
A couple other nitpicks other:
HP needs the calculation somewhere. Every other thing shows the math.
Encumbrance needs some formatting work, current/encumbered/max just runs together with each other and their own calculations. It's also in reverse order for the calculations. Everywhere else, stat comes from, then the other modifiers.
Bulk[]; ENC[] STR+5; MAX[] STR+10
Resonance also should be laid out the same as everything else Max, then stat then other (in this case, level):
_Total__[Cha][Level]; __current__ __overspent__

Iron_Matt17 |

Rage taking an action is baffling to me. Especially since it seems no more useful than the older versions (and has lost some of its utility in making Strength checks) of the ability and its downside is so much more severe this time around.
Also it's a little insulting that "drastically increases her damage" turned out to be a piddly +2. Come on.
Rage costing one out of the 9 actions is a good trade off. (I think) Especially considering the Barb can effectively Rage all day. With fatigue intervals, of course. Compare Rage to the PF2 Paladins Smite. (Blade of Justice) Blade of Justice will take an action per ROUND... That's only two actions left a round.
And the +2 is for level 1, I'm guessing it means +2/lvl. Which by level 20 means 40 damage EVERY. SINGLE. HIT.That's double what the PF1 Paladin's smite got, and that is not including all the other damage die that Barbarians get...

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Also it's a little insulting that "drastically increases her damage" turned out to be a piddly +2. Come on.
That's at 1st level. It's also pretty hefty comparatively (it's nearly a 20% damage increase on a d12 weapon, and more on smaller ones), and as much as an Unchained Barbarian's damage bonus in PF1.