Bastarache, Welcome to the Nightmare

Game Master Rysky

I. The Land the Gods Forgot

Map of Bastarache


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Hey there!
And that's the plan!


Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

Cool. Welcome back.

Speaking of dithering, Yasmin I think I'm waiting for your response.


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Thanks! Good to be back. Excited to get back into the action, so to speak. Though probably not the same kind of action as the lamae...


Yay! Hehe.

Just woke, will start getting the posts up when I get to work.


Yay!


Typing (and deleting and then typing again) as we speak.


Sadly I have a Doctor's appointment in a half hour and a long day of... shenanigans after that. But before the sun has set I shall get to it!


Okies.


Shenanigans ended earlier than expected!


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Warning! Storyteller Approved Exposition Dump is Inbound! Watch your head people! And as always, please be aware of the nearest fire exit in the case of an emergency.


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Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

Uhhmm clearly I missed a lot.


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Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

Zogrith?


Zoggy!


Male Outsider Not An Octopus

Picture Perfect!


Second Edition Stuff

From the Conditions Blog.

Conditions state what they are and the number they affect you with (Hampered 5 for example means you move 5ft less while you have it), they don't stack with each other unless they state they do. Looks like they're going Unchained with Diseases/Poisons and actual ability ability damage seems rare to nonexistent, so if you get Enfeebled/Poisoned/Diseased you don't have to rebuild your character, you just have the penalties.

Enfeebled = Strength based checks
Sluggish = Dexterity based checks
Stupefied = all mental checks and if you try to cast a spell you have to make a roll to keep it from being disrupted

Quick 1 gives you an Extra Stride or Strike Action (aka Haste), Slow 1 takes away 1 Action and prevents you from Readying Actions.

Frightened is the sole Fear effect so far, and give you a penalty which automatically decrease each round (Frightened 2 > Frightened 1 > not Frightened), and you don't run away unless it has the Fleeing rider effect attached to the cause.

Sickened gives you penalties as well but it also doesn't let you drink anything (like potions) and it doesn't go away on it's own, you have to spend an Action retching which lets you get a new save.

Concealment works over a flat d20 check (sorry d100s, you shall be missed) so what was 20% miss chance in 1st is now Concealment 5 in 2nd. It seems other checks that used d100s shall follow suit.

And finally

Fatigue wrote:
When you're fatigued, you're hampered 5 (the opposite of accelerated, so your speed is decreased), and you take a –1 conditional penalty to your AC and saving throws. Furthermore, your fatigue means everything takes more effort to do, so when you're fatigued, each action you use on your turn worsens this conditional penalty by 1 until the start of your next turn. So if you use all three actions on your turn when you're fatigued, your defenses are at a –4 penalty! In the barbarian's case, the fatigue from a rage goes away pretty quickly, but if you get fatigued from another source, it typically takes a night's rest to recover.

Since it doesn't affect you offensively it does provide the interesting choice of going all out and leaving yourself open or playing it safe.


More Second Edition stuff

Random stuff from the Podcasts

Cleric
Turn Undead Feat: When you use the Heal ability on Undead the gain Flee for 1 round if they failed their save.
Healing Hands Feat: Add Verbal Components to any Heal spell to add additional 1d8 healing (no idea if this is to any healing spell or just the Heal spell, the 1d8 probably increases as well).

Fighter
Aggressive Shield Feat: When you "shield block" (no idea if this means just raising your shield for an attack, successfully negating an attack with the increased AC or when you use the Reaction) the attacker is pushed 5ft back or Flat Footed for 1 round, enemy's choice. Which prevents an interesting scenario since you don't get a free 5ft step anymore.

Paladin
Divine Grace Feat: Add Charisma to Saves as a Reaction.
Shining Oath Feat: don't take a penalty to your attack when using Retributive Strike against Undead.

Wizard
Reach Spell Feat: add Somantic Components to a touch spell to give it Reach. Apparently works on all spells, and you can add it to a spell that already has Somantic Components, it still adds an extra Action.

---

Backgrounds grant Assurances with a certain Skill (the "get a flat 10 on an ability")

Total Defense isn't a thing anymore at the moment.

Acid Splash grants a +5 to it's attack, don't know if that's changed or if they're removing Touch AC.

Same thing with Athletics, you gain a +5 when you use it to Grapple (and escaping is versus a flat DC calculated by the Grappler's Fortitude, curious to see what's going on there).

Scaling large monsters IS built in to the Athletics skill, so that's nice :3


Your Demented Storyteller wrote:

Acid Splash grants a +5 to it's attack, don't know if that's changed or if they're removing Touch AC.

Same thing with Athletics, you gain a +5 when you use it to Grapple (and escaping is versus a flat DC calculated by the Grappler's Fortitude, curious to see what's going on there).

Okay, the +5 on those were just the total bonuses from the pregens in the module (the poster made them sound like they were additional bonuses you gained with the way they wrote it).


In my haste I forgot a big one, Detect Magic has undergone a major revamp. You send out a pulse and it detects if there is magic or not, no info beyond that and you can ignore your and your allies own magical items and effects.

It's a Cantrip so it levels up automatically so hopefully we'll get Akashic style sight back :3


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I hope the Yelenn and Yasmin get back to the group before this turns into a full fledged swinger party XD


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Female Human INACTIVE - GAME DIED

You proceed under the assumption that it won't be a full-fledged swinger party if we do return.


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I now realize the error of my ways


Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

Heh.


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Second Edition News

MONK! *pokes Yelenn*

I held off on this summarization because I was waiting for developer comments in the thread, glad I did becasue they dropped a big one that everyone was waiting to hear on: Monks do not have to be Lawful.

They get 10hp per level.

Their key Ability Scores are Strength and Dexterity, and whichever one they choose determines the DCs for most of their abilities.

They aren't Trained in weapons starting out but are in Unarmed Strikes, Powerful Fist is the name of the ability for their US damage increasing and the ability to deal NL without penalty*. Starting out their fists have the Agile weapon propery, meaing they take less penalties when taking multiple attacks (-0-4-8 rather than -0-5-10). They're Untrained in armor but get Graceful Expertise at 1st, giving them Expert Proficiency in unarmored defense (and thus implying that others can build around unarmored as well). They get Master Proficiency at 13th and Legendary Proficiency at 17th level.

*Non-Lethal works like in Starfinder, it's the final hit that matters, you don't have to keep track of two separate damages.

Flurry of Blows! It's a single Action and usable once per round to deliver two Strikes, the second taking the normal multiple attack penalties. So if you lead with it and full attack you're looking at -0-4-8-8 (-8/-10 is the cape for final attacks, this applies to haste as well). If both FoB Strikes hit their damage is combined before accounting for Resistance/Weakness. FoB also means the Monk is the only class that gets 4 attacks this way without the use of magic as presented thus far. It wasn't mentioned but it's a likely assumption that the amount of attacks FoB gives increases as you level.

Fierce Flurry at 9th level increases the the damage dice of FoB by 1 step if both Strikes hit.

At 3rd level they get their Incredible Movement, increasing their speed by 10, it increases by 5 every 3 levels after, as long as they're not wearing armor.

You get to choose how your saves advance, through the Path to Perfection feature, which increases 1 save's Proficiency to Master at 7th level, at 11th level instead (if I read that right) of picking another save to go to Master Proficiency they can pick one that already is Master Proficiency and any Success they make with that save is treated as a Critical Success. They get their third PtP at 15th level.

In addition to damage boosts you get Magic Strikes at 3rd level, making your US magical and increases unarmed Proficiency to Expert. Metal Strikes at 5th level lets them be treated as silver and cold iron. Adamantine Strikes at 17th level do exactly what it says it does.

At 19th level Perfected Form lets a Monk treat any unarmed attack roll that was less than 10 as if they rolled a 10.

Monastic Weaponry is a Class Feat they can take at 1st level that lets them use their Unarmed proficiency and Monk abilities that work with US with Simple and Martial Monk weapons.

Brawling Focus at 4th level gets you Critical Specialization with the Brawling group of weapons, the example they gave is a target is Slowed 1 on its next turn if you Critically hit them. No mention on whether this stacks with multiple Crits.

Stunning Strike takes 2 Actions and if you Strike and deal damage they get a Fortitude Save, Failure means Flat-Footed and Critical Failure means Stupefied 2. If your attack was a Critical then then their save is treated as 1 step worse, if they Critically Fail then they are stunned for 1 round.

At 4th level there's Deflect Arrow, which gives +4 AC vs a ranged attack as a Reaction. There's also Flying Kick which lets you for 2 Actions jump and Strike at the end of the jump, even Long Jump (Long Jump has not been defined, just that it will let you move very far). And then there's Ghost Strike, which lets you use 2 Actions to attack Touch AC, and Wall Run, which lets you run up vertical surfaces at full speed.

And now for Styles.

Styles take 1 Action to enter and can only be entered in combat, you stay in the stance until you're knocked out or combat ends or you switch. Being in Styles also modifies your US, from damage to damage type to weapon properties.

Crane Stance gives you a +1 AC and makes you better at jumping, and your attacks are Crane Wing Strikes, which deal 1d6 Bludgeoning damage and have the agile, finesse, nonlethal, and unarmed traits. For an alternate they showed Heavy Dragon Tail (from Dragon Style I'm guessing) attacks which 1d10 bludgeoning damage and have the backswing* trait instead of agile or finesse. a later Feat, Crane Wing Flutter, gives you a Reaction that increases your AC vs a melee attack and lets you riposte at a -4 penalty if the attack misses.

They said that each Stance has 1 special attack tied to it, but they said they could see it being expanded in the future.

*I don't think this has been showcased but if it's like 1e then your attacks after the first will deal more damage.

And now Ki.

You get a Ki pool (made of Spell Points, which in this case is some equation of Wisdom + total Ki Feats) whenever you take a Ki Feat, and taking more expands your pool. For the Playtest the only entrance Feat is Ki Strike though. Ki powers work pretty much like spells 9since we don't have the supernatural/SLA designations anymore), with Ki Strike requiring a Verbal Component as a Free Action that gives an US a +1 to Attack. so Ki Shout and pawnch!

Other Ki powers teases was Abundant Step (lets you teleport around), Ki Blast (HADOUKEN!), Wind Jump (which lets you fly apparently, maybe by super jumps or infi-jumps, which is cool), and Quivering Palm.

The Quivering Palm takes 2 SP to use (and by taking the 16th level Feat of the same name to get you get 2 extra SP).

They put the text of QP up:

QUIVERING PALM POWER 8

Attack, Necromancy
Casting [[A]] Somatic Casting, [[A]] Verbal Casting
Duration 1 month

Make a melee unarmed Strike, dealing damage normally. If you succeed and the target is alive, anytime during the duration you can spend a Verbal action to speak a word of death that could instantly slay it, depending on its Fortitude save.

Success The target survives, the spell ends, and the target is bolstered* against it.
Failure The target is stunned for 1 round but survives. The spell's duration continues, but the target is bolstered against being killed by quivering palm for 24 hours.
Critical Failure The target dies.

If you cast quivering palm again, any previous quivering palm you had cast ends.

*Bolstered means you're immune to that specific effect from that source for a certain period of time, so other Monks could still QP you.


Other stuff from the various boards,

Essences have pretty much nothing to do with Mechanics, and are mostly a Lore thing.

Wands apparently do still have charges.


Other Second Edition

Swarms no longer have the Distraction trait, and the Bat Swarm showcased has Weakness 4 area damage and Resistance 5 weapon damage, Swarming Bites is its attack and takes 1 Action (meaning they can do it up to three times per round), it deals 1d4 piercing damage to everyone in the swarm and 1 Bleed (which happens on your turn, not the bats), reflex 15 to save for half (and possibly negate the Bleed?). The Bleed doesn't stack if they attack multiple times.

You don't need magic to stop bleeding, at least this kind, you can spend an Action on your turn to staunch it, with the DC being 15. A Natural 20 is auto success.

A torch deal 1 Bludgeoning and and 1d3 fire damage :3

Acid Flask deal damage on a hit, area damage (1), and Persistent damage, which happens on the targets turn (f~@& you trolls). So Persistent is the name for continuous damage now.

Example healing potions:

Stronger healing potion is 2d8+4, probably level 3.
Moderate, Level 5, 20 gp: 3d8+8
Greater, Level 8, 60 gp: 5d8+12
Major, Level 12, 250 gp: 7d8+20
True, Level 18, 1200 gp: 9d8+30

(reminder that 2e uses the silver standard)

Being Invisible means everyone is considered flat footed to you.

Searching is now a secret check by the GM and likely can't be redone. Hmm, will have to see how that plays out but I can see the reasoning for it, keeping people from just standing around spamming Perception till they find something.

Bull Rush is vs Fortitude

Falling damage appears to be half the falling height in feet, no idea when the damage part kicks in.

Climbing is just one roll a turn, and you only fall if you critically fail the check.

The Antipaladin's Reaction,Retributive Strike, occurs if when it gets Critically hit.

Dying rules showcased:
You stay at 0 HP when dropped (no negative HP anymore), and get dying 1 (dying 2 from a crit). Hitting an unconscious person increases the dying condition by the appropriate amount. You get a Fortitude save each round to stabilize, and if you fail the Fort save, you go up a step, with fumbling going up two steps. You die at dying 4. Critically succeeding lets you stabilize. Getting healed means you don't need to make checks to avoid dying but still leaves you unconscious, you need to succeed at the Fort save to regain consciousness. DC of the save is set by what knocked you down - level 0 skeleton is apparently DC 12, and you take a penalty equivalent to your dying amount. If you get up after being downed, you keep your dying penalty, but it begins to fade at the end of your next turn.

Coup de grâce no longer exists ;_; buuuut with the dying rules I can see why.


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female lamae witch (seductress) 2 | HP 14/16 THP 0 n/l 0 | AC 14, FF 14, TAC 10 | F +2, R +1, W +3 | CMB +3 (+5 grapple), CMD 14 | darkvision 60, Per +0 | Spd 30, Climb 20 | Spells: 1st 5/5

Realized I've been forgetting about the collar in most of her descriptions to the newer people, figured it was time to point it out.


GentleGiant wrote:

Not a blog as such, but the Paizo live show right now is going through creating a character (including showing the character sheet), with Jason Bulmahn.

Linky

Front of character sheet
Back of character sheet

Playtest Character Sheets!

Also sorry about not summarizing the blogs lately, will fix that.

And apparently there was responses in Gameplay, wasn't get the x new posts notifications >_<


Second Edition catch up

ARCHETYPES (accompanied by awesome Gray Maiden art)

For the Playtest Archetypes are universal, but unlike Starfinder's implementation (which I will not speak of) they are cut up into a feat chain called Dedications, and you spend Class Feats on them. Once you've picked a Dedication Feat you have to pick a certain number more of that feat chain before you can pick another Dedication, outside of using Retraining.

Traditional Class specific Archetypes that trade out static Class features are in the works as well, just not in the Playtest.

For the example from the blog we have the Pirate Archetype, which has 7 feats altogether and you have to have at least 3 (Dedication + 2 more) before you can venture into other archetypes. The presented feats gives you a Signature Skill (your skill needs to be Signature in order to raise the Proficiency to Master and Legendary), the ability to hold your breath longer, a special charge action when swinging from something to deal more damage, etc.

We also have Prestige Archetypes, taking the place of Prestige Classes (so yay, no more cutting off your advancement), and for the Playtest said Prestige Archetype is the Grey Maiden. Prestige Archetypes have more and much higher requirements than a normal Archetype, the Gray Maiden Dedication becoming avialable at level 6.

Gray Maiden Dedication wrote:

Prerequisites Strength 16, expert in Fortitude saves, trained in heavy armor and all martial weapons, member of the Gray Maidens

Your Gray Maiden training has steeled you against harsh physical conditions. You become a master at Fortitude saves. When you succeed at a Fortitude save, treat it as a critical success. You also gain access to special armor: Gray Maiden plate. Gray Maiden plate is a level 3 item that costs 600 sp, grants +7 AC and +3 TAC, and has a Dexterity modifier cap of +0; otherwise, it uses the same stats as full plate.

If you take this Dedication, it means you become a Master at Fortitude saves before the Barbarian even!

UNBREAKABLE wrote:

Prerequisites Gray Maiden Dedication

You can endure a staggering amount of punishment. Increase your maximum HP by your level, increasing as you gain additional levels. You die at dying 5, or dying 6 if you also have Diehard.

This is nice, and also hints at what Diehard now does with the new dying rules, namely, buying you an extra round at least.

TRINKETS AND TREASURES

Items now have levels attached, but that's for crafting and a guideline for GMs to use for loot, you don't actually have to be that level to purchase/use the item.

CLOAK OF ELVENKIND ITEM 10+ wrote:

Illusion, Invested, Magical

Method of Use worn, cloak; Bulk L

Activation [[A]] Focus Activation, [[A]] Operate Activation

This cloak is deep green with a voluminous hood, and is embroidered with gold trim and symbols of significance to the elves. The cloak allows you to cast the ghost sound cantrip as an innate arcane spell. When you draw the hood up over your head (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, giving you an item bonus to Stealth checks. If you activate the cloak, you pull the hood up and are affected by invisibility for 1 minute or until you pull the hood back down, whichever comes first.

Type standard; Level 10; Price 1,000 gp

The cloak grants a +3 bonus.

Type greater; Level 18; Price 24,000 gp

The cloak grants a +5 bonus, and invisibility is 4th level. If you're also wearing greater boots of elvenkind, the greater cloak of elvenkind allows you to Sneak in forest environments even when creatures are currently observing you.[/url] Neat item, how it works is it's invested so you have to invest a point of Resonance to gain its constant effects such as the Stealth bonus and cantrip, and you spend Resonance each time you want to turn invisible.

I dislike the trait setup (Illusion, Invested, Magical) and I LOATHE it in the Bestiary entry (it's alphabetical, which is confusing for determining types and such) and I despise the over-defining of the actions (Operate Activation Action is something I never want to read again). I'd rather they use the same as for spells (Somatic, Verbal, Mental/Concentrate, Focus/Material).

We get a Floating Shield, which is neat, and also Staves. Which are actually nice now!

STAFF OF HEALING ITEM 3+ wrote:

Invested, Magical, Necromancy, Staff

Method of Use held, 1 hand; Bulk 1

Activation Cast a Spell (1 RP)

Made of smooth white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing adds an item bonus to the Hit Points you restore any time you cast the heal spell using your own spell slots, using charges from the staff, or from channel energy.

Type minor; Level 3; Price 60 gp; Maximum Charges 3

The item bonus to heal spells is +1.

stabilize (cantrip)
heal (level 1)

When you invest in a staff it refills it's charges equal to the highest level spell you can cast and you gives you the associated bonus, but it also means no one else can invest, and thus, use it for 24 hours, not a fan of that. When casting a spell through the staff you can use up a charge(s) or give up an equal spell slot of your own, so spontaneous casting!

Despite the above they didn't explicitly specify if you had to be a caster in order to use the staff, though you definitely need to be one to get the most out of it.

Trinkets are consumables that you attach to things like weapons and armor and are consumed on use. The examples are interesting, though I'm wary of Class Feat specific ones since then they'll either never get used, or must have that will encourage a thinking of must haves for certain Classes/Feats.

FEAR GEM ITEM 4 wrote:

Consumable, Enchantment, Fear, Magical, Mental, Trinket

Price 11 gp

Method of Use affixed, weapon; Bulk —

Activation [[F]] Focus Activation; Trigger You use Intimidating Strike, but haven't rolled for the attack yet.

Dark smoke seems to writhe within this obsidian gem. When you activate the gem, if your Intimidating Strike hits, the target is frightened 2 and flat-footed against your attacks until the end of your next turn. If the attack roll is a critical success, the target is flat-footed against your attacks for 1 minute.

VANISHING COIN ITEM 9 wrote:

Consumable, Illusion, Magical, Trinket

Price 85 gp

Method of Use affixed, armor; Bulk —

Activation [[F]] Focus Activation; Trigger You attempt a Stealth check for initiative, but haven't rolled yet.

Requirements You are a master in Stealth.

This copper coin dangles from a leather strip strung through a hole drilled into the coin's center. It's usually tied just below the throat on a suit of armor. Until it is activated, the coin becomes invisible for a few seconds every few minutes, but always at random intervals. When you activate the coin, you gain the benefits of a 2nd-level invisibility spell until the end of your next turn.

And more items namedropped but not explained:

Anklets of alacrity
Feather step stone
Forge warden
Grim trophy
Handwraps of mighty fists
Oil of weightlessness
Persona mask
Potency crystal
Runestone
Spell duelist's wand
Third eye
Virtuoso's instrument

POTENCY AND POTIONS

Potency is a weapon's enhancement bonus, effectively. For each +1 the weapon gets a +1 to attack and an extra die of damage.

Weapon and amror Qaulity determines how high of a Potency and how many Properties you can put on the weapons and armor.

They also revealed two special materials, cold iron, which due to its anit-magic nature allows one less Property on a weapon, but doesn't seem to interfere with or cost extra to enchant. And then we have orichalcum which have one additional Property but the weapon must be Legendary (aka "Adamantine/Mithril [noun] are always masterwork"), for armor instead of an extra Property it grants a +1 Circumstance bonus to Initiative and the armor repairs itself over time. No other information about orichalcum was revealed, but in 1st edition when it was called horichalcum it was a starmetal that dealt with time manipulation (weapons gave you a bonus to hit, armor gave you a bonus to initiative).

Properties are... the properties. They all now have flat costs rather than having an exponential increasing cost multiplier like 1st (yay!).

DISRUPTING RUNE 5+ wrote:

Method of Use etched, melee weapon

A disrupting weapon deals extra damage to undead. Undead hit by an attack with a disrupting weapon takes extra positive damage and additional effects on a critical hit.

Type standard; Level 5; Price 150 gp

The weapon deals 1d6 extra positive damage. On a critical hit, the undead is enfeebled 1 until the end of your next turn.

Type greater; Level 15 (Uncommon), Price 6,200 gp

The weapon deals 2d6 extra positive damage. On a critical hit, the undead creature must attempt a DC 32 Fortitude save with the following effects.

Success The target is enfeebled 2 until the end of your next turn.

Critical Success The target is enfeebled 1 until the end of your next turn.

Failure The target is enfeebled 3 until the end of your next turn.

Critical Failure The target is destroyed.

VORPAL RUNE 17 wrote:

Evocation, Magical

Price 15,000 gp

Method of Use etched, melee weapon that deals slashing damage

Activation [[R]] Focus Activation; Trigger You roll a natural 20 and critically succeed at a Strike with the weapon targeting a creature with at least one head.

When you activate a vorpal weapon, the triggering creature must succeed at a DC 35 Fortitude save, or it is decapitated. This kills any creature except ones that don't require a head to live (such as constructs, oozes, and some aberrations and undead). For creatures with multiple heads (such as ettins or hydras), this usually kills the creature only if you sever its last head.

Armor potency grants an item bonus to AC (including Touch Armor Class) and to your saving throws. Magic and high-quality armors are also easier to use. Armors of expert quality have their armor check penalty reduced by one, while master-quality armors have their penalty reduced by two, and legendary armor by three.

You don't have to invest Resonance in weapons, but you do in armor.

INVISIBILITY RUNE 8+ wrote:

Illusion, Magical

Method of Use etched, light armor

Activation [[A]] Command Activation

Once per day, you can whisper the command word to become invisible for 1 minute, gaining the effects of a 2nd-level invisibilityspell.

Type standard; Level 8; Price 500 gp

Type greater; Level 10; Price 1,000 gp

You can activate the armor up to 3 times per day.

Craft Requirements You must supply a casting of invisibility.

FORTIFICATION RUNE 12+ wrote:

Abjuration, Magical

Method of Use etched, medium or heavy armor

Each time you're hit by a critical hit while wearing fortification armor, attempt a flat check with the listed DC. If you succeed, that critical hit becomes a normal hit. This property thickens the armor, increasing its Bulk by 1.

Type standard; Level 12; Price 2,000 gp; DC 17

Type greater; Level 18; Price 24,000 gp; DC 14

All of this is tied together by Runes, that what you etch into armors and weapons to give them their Potency and Properties, you can un-etch (somehow) and put them on runestones so that it makes it easy to transfer bonuses and abilities to armor/weapons you actually like/can use. Not sure how I feel about all of that, even though being able to put the stuff on your actual weapons rather than selling the item cause you don't like it/can't use it is nice.

And finally potions. You drink them.

HEALING POTION ITEM 1+ wrote:

Consumable, Healing, Magical, Necromancy, Potion

Method of Use held, 1 hand; Bulk L

Activation [[A]] Operate Activation

When you drink a healing potion, you regain the listed number of Hit Points.

Type minor; Level 1; Price 3 gp

The potion restores 1d8 Hit Points.

Type lesser; Level 3; Price 8 gp

The potion restores 2d8+4 Hit Points.

Type moderate; Level 5; Price 20 gp

The potion restores 3d8+8 Hit Points.

Type greater; Level 8; Price 60 gp

The potion restores 5d8+12 Hit Points.

Type major; Level 12; Price 250 gp

The potion restores 7d8+20 Hit Points.

Type true; Level 16; Price 1,200 gp

The potion restores 9d8+30 Hit Points.

DRAGON'S BREATH POTION ITEM 7+ wrote:

Consumable, Evocation, Magical, Potion

Method of Use held, 1 hand; Bulk L

Activation [[A]] Operate Activation

This liquid contains blood from a certain breed of dragon. For 1 hour after you imbibe the acrid concoction, you can unleash a breath weapon used by that breed of dragon. The potion's level and Price, as well as the amount of damage and the DC of the saving throw, all depend on the age of the dragon whose blood you used. This item has the trait matching the damage type of the breath weapon.

You can spend another Operate Activation action with no RP cost immediately after drinking the potion to exhale dragon breath. At any point during the potion's duration, you can use the breath weapon by spending 1 RP and 2 Operate Activation actions (one to inhale the necessary air and the other to breathe out). After you use the breath weapon, you can't do so again for 1d4 rounds.

Each creature in the area of the breath weapon attempts a save against your breath weapon.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Type young; Level 7; Price 45 gp; Damage 4d6; DC 21

Type adult; Level 12;

Price 250 gp; Damage 7d6; DC 28

Type wyrm; Level 17; Price 2,000 gp; Damage 10d6; DC 35

DRAGON BREATH WEAPON (SAVE)

Black or copper 30-foot line of acid (Reflex)
Blue or bronze 30-foot line of electricity (Reflex)
Brass 30-foot line of fire (Reflex)
Green 15-foot cone of poison (Fortitude)
Gold or red 15-foot cone of fire (Reflex)
Silver or white 15-foot cone of cold (Reflex)

And oils. You don't drink those.

OIL OF MENDING ITEM 3 wrote:

Consumable, Magical, Oil, Transmutation

Price 6 gp

Method of Use held, 2 hands; Bulk L

Activation [[A]] Operate Activation

Applying this oil to an item casts a 2nd-level mending spell that repairs the item. If the item was broken, it is no longer broken. If the item has Dents, it loses those Dents. This restoration doesn't restore lost pieces. For instance, if used on a text with missing pages, it wouldn't recreate the lost pages.


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Yasmin said wrote:
"We haven't run into anything really hostile or dangerous thus far."

Me: Yelenn's at half-health! >>'


TheDopplerEffect wrote:
Yasmin said wrote:
"We haven't run into anything really hostile or dangerous thus far."

Me: Yelenn's at half-health! >>'

Yasmin specifically said "run into" :3


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Your Demented Storyteller wrote:
TheDopplerEffect wrote:
Yasmin said wrote:
"We haven't run into anything really hostile or dangerous thus far."

Me: Yelenn's at half-health! >>'

Yasmin specifically said "run into" :3

I suppose fell into would be more appropriate.


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Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

Gravity is at least CR 4.


*nods*


Meant to specify spellcraft DC in my last post, sorry! I gots the stupid fingers today >>


Time to catch up on Second Edition stuff I've gotten behind on.

Classes

BARD

They're now a full 10 level spontaneous Occult caster.

They get special Cantrips called Compositions (aka Bardic Performance), meaning there's no more round per day for your Performance, it lasts as long as you keep using it. You can also substitute performing with an instrument for the Verbal or Somatic Casting Components, as opposed to 1st Edition where youhad to use an instrument/performance.

Starting out Compositions take 1 Action to cast/maintain (leaving the Bard with 2 other Actions to do stuff), last for 1 round, and can only have 1 up at a time. Certain Spell Point powered abilities they can get manipulate the Composition, and require a Performance check. For the example given, Lingering Composition, you can choose to use when the Composition would normally expire and if you Succeed it extends the Performance by 1 round (Critically Succeeding extends it by 2).

(Inspire Courage works exactly the same as 1st so didn't feel the need to go over it)

A Bard's inspiration comes from their Muse, of which there are 3 in the Playtest. Maestro which focuses on powers that alter Compositions, Lore, which is focused on Occultism, willpower, and unusual knowledge, and Polymath, being focused on being a jack of all trades and handling unusual situations and even being able to tote a round a spellbook so they can have more spells. None of the initial Muse abilities are exclusive, they simply represent a starting point. Taking Maestro for example grants the Lingering Performance Feat and the Soothe spell (no idea what it does) for free.

There starting Reaction is Counter Performance. When you or your allies row vs an antagonistic Performance you can make a Performance check and you and your allies can use whichever result is higher, the save or the Performance (in the text it says performance but when talking about it it says audio or visual effects so *shrugs*).

At 14 level they can get access to the Allegro Composition, which grants an ally one extra Action.

SORCERER

10th level spontaneous casters as well, and they're no longer delayed in getting spells like they were in First.

Their Bloodline completely shapes the class, not only granting bonus spells and abilities and signature Skills and access to certain Class Feats, but also determines what kind of caster they are and what spell list they pull from. For the Playtest we have

Angelic and Demonic (Divine)
Aberrant (Occult)
Fey (Primal)
Draconic and Imperial (Arcane)

They get Spontaneous Heightening, which lets them select two spells at the start of the day that heightens to their highest spell slot.

Some Class Feats are Overwhelming Spell, which lets an elemental spell ignore the first 10 points of Resistance. Dangerous Sorcery, which adds the spell's level to its damage. Blood mAgic, which grant you or the target temporary HP if you're bleeding when you cast the spell.

Then there's Evolution feats that expand on what type of caster you are. Divine Evolution lets you channel like a cleric in limited fashion, Arcane Evolution makes you trained in a skill and lets you add a spell from a scroll to your repertoire for the day, Primal Evolution lets you cast Summon Nature's Ally 1/day heightened to your highest spell level, and Occult Evolution gives you a skill and lets you pick a spell with the Mental trait to add to your repertoire each day.

For their 20th level feats they can pick a 10th level spell, or Wellspring Spell, which lets them cast a 5th level or lower spell 1/minute without expending a slot.

Of course things pick up at work when I try to type this all out so I wasn't able to summarize Ranger -_-


Second Edition stuff

Juicy tidbit about the Paladin's Retributive Strike Reaction I just found out about (from the pregen Paladin sheet). It occurs after the attack but before damage is rolled, meaning if you drop the attacker your Ally is unharmed.

Now that's a Paladin ability!

Edit:

Also going over the Rogue pregen there appears to not be a range limit on Sneak Attack. So snipe away!


"What's a Paladin?"


They’re your buddies. They have “Pal” right in the name.


Funny how that's almost never true


;_;


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Human Magus (Witchblade: Bladebound/Hex Crafter) 2| HP: 18/18| AC: 14 (18 W Shield spell) (11 Touch, 13 Flatfooted) | CMD: 13 | Fort: +5, Reflex: +1, Will: +5 | Init: +2 | Perception: +2, Sense Motive: +1

They are if you're doing it right.


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Second Edition Goodness from the Druid blog, “Vermin” is no longer a type, they’re Animals now and are no longer mindless!

*does happy dance*


Your Demented Storyteller wrote:

Second Edition Goodness from the Druid blog, “Vermin” is no longer a type, they’re Animals now and are no longer mindless!

*does happy dance*

Also, plants and fungi are two separate things now as well.


Second Edition News

uh oh... it got leaked.

Let's see:

Half Races don't exist stand alone mechanically, you have to pick Human and then spend your Heritage Feat on Elf Ancerstry or Orc Ancestry.

I LOATHE THIS VEHEMENTLY

Multiclassing works like Archetypes, you spend Class Feats on a Dedication line of Feats, and have high prereqs such as needing high INT for the Wizard. Don't really have a problem with that.


female lamae witch (seductress) 2 | HP 14/16 THP 0 n/l 0 | AC 14, FF 14, TAC 10 | F +2, R +1, W +3 | CMB +3 (+5 grapple), CMD 14 | darkvision 60, Per +0 | Spd 30, Climb 20 | Spells: 1st 5/5

Yeah, don't care for that when it comes to races, I do see the possibility that it allows for more half races though which I do kind of like. i know there used to be more than just half-elf/orc. There were half dwarves called mules, I believe a half halfling/gnome as well (not sure on those).


*nods*

I'm mentally weighing the good versus the grar this will entail (worried about planetouched such as Aasimar, Tieflings, etc as well).

Kind of a logical, if very dumb, endpoint of switching Race with Ancestry.


female lamae witch (seductress) 2 | HP 14/16 THP 0 n/l 0 | AC 14, FF 14, TAC 10 | F +2, R +1, W +3 | CMB +3 (+5 grapple), CMD 14 | darkvision 60, Per +0 | Spd 30, Climb 20 | Spells: 1st 5/5

I suspect that aasimar/tiefling/etc will remain independent as they are too different from humans to easily be handled that way. That's not to say there won't be a base plane touched race and then you choose an ancestry that modifies it, that would make sense from a space saving point of view, but I doubt they'd be in the core book anyway.


Mylyna wrote:
I suspect that aasimar/tiefling/etc will remain independent as they are too different from humans to easily be handled that way. That's not to say there won't be a base plane touched race and then you choose an ancestry that modifies it, that would make sense from a space saving point of view, but I doubt they'd be in the core book anyway.

They're not. And I hope you’re right.


Your Demented Storyteller wrote:

Second Edition News

uh oh... it got leaked.

Let's see:

Half Races don't exist stand alone mechanically, you have to pick Human and then spend your Heritage Feat on Elf Ancerstry or Orc Ancestry.

I LOATHE THIS VEHEMENTLY

Multiclassing works like Archetypes, you spend Class Feats on a Dedication line of Feats, and have high prereqs such as needing high INT for the Wizard. Don't really have a problem with that.

Not happy about how either of these things sound. For some races I can see exchanging the heritage feat being enough but for many half-(insert race here) that's just not going to cut it. I am sure books that come out later on will release specific half-races as they sort of have a habit of doing that sort of thing and as previously pointed out it's going to be all but mandatory to play some of them...least they go through significant changes. As for the cross classing. That sounds like it'll require a lot of balancing and play testing to keep from running into a multitude of...issues.


female lamae witch (seductress) 2 | HP 14/16 THP 0 n/l 0 | AC 14, FF 14, TAC 10 | F +2, R +1, W +3 | CMB +3 (+5 grapple), CMD 14 | darkvision 60, Per +0 | Spd 30, Climb 20 | Spells: 1st 5/5

Cross classing sounds a lot like the variant version from Unchained which I think is almost utter garbage.

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