
| Milo Townsend | 
 
	
 
                
                
              
            
            Unless otherwise noted, Milo will use his Nimble Dodge reaction against the first attack against him each round.

| Milo Townsend | 
 
	
 
                
                
              
            
            One question for everyone: how much should I playtest things like Battle Medic and First Aid, which carry a fair risk of killing the intended beneficiary?
Milo's medicine modifier is +3, pretty good for 1st lvl. Rolling a 1 or 2 on a first aid check (DC 15) will increase the dying condition by 1. Rolling a 1-7 on Battle Medic check (DC 20) inflicts 1-10 damage.
Also, should I be rolling for Perception? It looks like that is considered a Secret Check.

| Milo Townsend | 
 
	
 
                
                
              
            
            Has the Withdraw action gone away? I couldn't see any mention of it in the rules. I know most creatures don't get AoOs, but some do.

| Milo Townsend | 
 
	
 
                
                
              
            
            Can you step into an ally's space though? There was no empty space next to Milo.
Edit: You also can't normally step into difficult terrain.

| mj32202 | 
Just a question, I could be wrong, this is a play test. But shouldn't creatures get three actions, as well. The only thing, I see different from this is animal companions and familiars.
Oh, I see they must have been taking undeclared actions. Like a step back at the end of the round. The last goblin did get three attacks.

| mj32202 | 
This from the game play thread:
On a related note. No need to stack Charisma. Wisdom counts for healing.
Did they change this? The book says Charisma determines the number of channel energies.
Channel Energy
You gain a pool of positive or negative energy, depending
on your deity, as shown on Table 3–9: Deities on
pages 72–73. Some deities allow you to choose whether
to channel negative or positive energy. Once you choose,
you can’t change the type of energy you channel, short of
an ethical shift or divine intervention.
This pool of energy allows you to cast either the heal
spell (for positive energy) or the harm spell (for negative
energy) a number of times per day equal to 3 plus your
Charisma modifier without needing to prepare the spell in
advance. All spells you cast in this way are heightened to
the maximum spell level you can cast as a cleric. You can
find heal on page 229 and harm on page 228.

| Elya Datras | 
 
	
 
                
                
              
            
            This from the game play thread:
On a related note. No need to stack Charisma. Wisdom counts for healing.Did they change this? The book says Charisma determines the number of channel energies.
Channel Energy
You gain a pool of positive or negative energy, depending
on your deity, as shown on Table 3–9: Deities on
pages 72–73. Some deities allow you to choose whether
to channel negative or positive energy. Once you choose,
you can’t change the type of energy you channel, short of
an ethical shift or divine intervention.
This pool of energy allows you to cast either the heal
spell (for positive energy) or the harm spell (for negative
energy) a number of times per day equal to 3 plus your
Charisma modifier without needing to prepare the spell in
advance. All spells you cast in this way are heightened to
the maximum spell level you can cast as a cleric. You can
find heal on page 229 and harm on page 228.
Right on about the number of channels, but the + to the healing is your casting stat modifier. For Cleric's it's wisdom.
That's how I read the new rules.

| mj32202 | 
mj32202 wrote:This from the game play thread:
On a related note. No need to stack Charisma. Wisdom counts for healing.Did they change this? The book says Charisma determines the number of channel energies.
Channel Energy
You gain a pool of positive or negative energy, depending
on your deity, as shown on Table 3–9: Deities on
pages 72–73. Some deities allow you to choose whether
to channel negative or positive energy. Once you choose,
you can’t change the type of energy you channel, short of
an ethical shift or divine intervention.
This pool of energy allows you to cast either the heal
spell (for positive energy) or the harm spell (for negative
energy) a number of times per day equal to 3 plus your
Charisma modifier without needing to prepare the spell in
advance. All spells you cast in this way are heightened to
the maximum spell level you can cast as a cleric. You can
find heal on page 229 and harm on page 228.
Right on about the number of channels, but the + to the healing is your casting stat modifier. For Cleric's it's wisdom.
That's how I read the new rules.
Right, I was responding to "no need to stack charisma." You have to choose between more heals and better heals. Truthfully, I was confused. When, I first saw your build. I saw your wisdom being one of your lower stats. Then went over it with a magnifying glass. :)

| Elya Datras | 
 
	
 
                
                
              
            
            Elya Datras wrote:Right, I was responding to "no need to stack charisma." You have to choose between more heals and better heals. Truthfully, I was confused. When, I first saw your build. I saw your wisdom being one of your lower stats. Then went over it with a magnifying glass. :)mj32202 wrote:This from the game play thread:
On a related note. No need to stack Charisma. Wisdom counts for healing.Did they change this? The book says Charisma determines the number of channel energies.
Channel Energy
You gain a pool of positive or negative energy, depending
on your deity, as shown on Table 3–9: Deities on
pages 72–73. Some deities allow you to choose whether
to channel negative or positive energy. Once you choose,
you can’t change the type of energy you channel, short of
an ethical shift or divine intervention.
This pool of energy allows you to cast either the heal
spell (for positive energy) or the harm spell (for negative
energy) a number of times per day equal to 3 plus your
Charisma modifier without needing to prepare the spell in
advance. All spells you cast in this way are heightened to
the maximum spell level you can cast as a cleric. You can
find heal on page 229 and harm on page 228.
Right on about the number of channels, but the + to the healing is your casting stat modifier. For Cleric's it's wisdom.
That's how I read the new rules.
The not being able to stack and dump a stat like before is a bit weird to me. :)

| Milo Townsend | 
 
	
 
                
                
              
            
            Errata!
Page 43—In Classes chapter, in the Proficiencies section, at
the end of the second paragraph, add “All classes are trained
in unarmored defense.”

| Milo Townsend | 
 
	
 
                
                
              
            
            Here's my cut and paste of the updates:
Critical Updates
• Page 31—In the goblin’s Very Sneaky feat, replace the entire second paragraph with “In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become seen if you don’t have concealment or cover at the end of the Sneak action, as long as you have cover or concealment at the end of your turn.”
• Page 43—In Classes chapter, in the Proficiencies section, at the end of the second paragraph, add “All classes are trained in unarmored defense.”
• Page 45—For the alchemist, in the Proficiencies section of the sidebar, under Skills, change “2” to “3”. In Advanced Alchemy, in the third sentence, remove “common”.
• Page 46—In the alchemist’s Quick Alchemy action, change “common alchemical item” to “alchemical item in your formula book”. In the Formula Book section, change “The formula book contains formulas for your choice of 4 common
1st-level alchemical items.” to “The formula book contains the formulas you gained from Alchemical Crafting.”
• Page 64—In the bard’s Spell Repertoire section, in the first sentence, change “one 1st-level occult spell” to “two 1st level occult spells”.
• Page 79—For the druid, in the Proficiencies section of the sidebar, under Skills, change “4” to “3”.
• Page 113—For the ranger, in the Key Ability section of the sidebar, change the text to “Strength or Dexterity”.
• Page 129—For the sorcerer, in the Bloodline Signature Skills subsection of Reading a Bloodline Entry, change the description to “You add the listed skills to your signature skills.”
• Page 158—In the Sneak action of the Stealth skill, in the third paragraph, in the first sentence, change “at any time during your movement” to “at the end of the Sneak action”.
After the third sentence, add the following: “If you succeed at your Stealth check and then attempt to Strike a creature, the creature remains flat-footed against that attack, and then you become seen.” Remove the last sentence of that paragraph.
• Page 181—In Table 6–6: Simple Ranged Weapons, in the Sling entry, change its hands entry to “1”.
• Page 197—In the Spells chapter, in the Spell Attacks section, in the second paragraph, at the beginning of the fifth sentence, add “You add your Strength or Dexterity modifier to these attacks as normal, and”
Other Updates
• Page 48—In the alchemist’s Efficient Alchemy feat, in the third sentence, change “four” to “eight” and “two” to “four”.
• Page 49—In the alchemist’s Debilitating Bomb feat, change the trigger to “You craft an alchemical bomb using the Quick Alchemy action.” In Feral Mutagen, in the description, change all instances of “feral mutagen” to “bestial mutagen”.
• Page 50—In the Sticky Bomb feat, change the trigger to “You craft an alchemical bomb using the Quick Alchemy action.”
• Page 73—In Table 3–10: Domains, in the Might domain, change “Enduring strength” to “Enduring might”.
• Page 106—In the first bullet point in the Paladin’s Code, at the end, add “, and you must never perform acts anathema to your deity.” Under Champion Powers, in the second paragraph’s fourth sentence, change “rounded down” to “rounded up”.
• Page 108—In the paladin’s Warded Touch feat, just before the final period, add, “, and you can cast it and deliver your touch with a hand holding a weapon or shield.”
• Page 121—In the rogue’s Trap Finder feat, in the third sentence, change “you still get a check to find traps if you are trained or better in Stealth.” to “you get a check to find traps that require a minimum proficiency rank in Perception. You still need to meet the proficiency rank requirement in order to find the trap.”
• Page 125—In the rogue’s Perfect Distraction feat, at the end, add  “Once you use Perfect Distraction, you need to take 1 minute to set up another distraction before you can use this feat again.” In Reactive Distraction, in the trigger, at the end add “You must have a Perfect Distraction ready to use.”
• Page 165—In the Diehard feat, remove the “Skill” trait.
• Page 166—In the Fast Recovery, Feather Step, and Fleet feats, remove the “Skill” trait.
• Page 210—In the chill touch spell, add the “Cantrip” trait.
• Page 212—In the counter performance spell, replace the comma between the two casting reactions with an “or”.

| Milo Townsend | 
 
	
 
                
                
              
            
            I just noticed that my Religion modifier was incorrect (missed that it's now based on Wisdom); the correct modifier is +3.

| Milo Townsend | 
 
	
 
                
                
              
            
            You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Does this mean that there's no d8, just the ability modifier? It also sound like it both harms undead and heals allies at the same time.

| Milo Townsend | 
 
	
 
                
                
              
            
            Milo's Battle Medic statistics:
20% chance of healing 1d10+2 (expected value 1.5 HP healed)
35% chance of damaging 1d10 (expected value 1.925 damage)
Net expected result: 0.425 damage

| Milo Townsend | 
 
	
 
                
                
              
            
            Another weird thing about the Medicine skill is that you need a Healer's kit to even attempt First Aid, and you're generally more likely to increase the dying condition than stabilize the recipient. First Aid to stabilize is based on the recovery save DC, which scales with the enemy, so I don't think it gets better at higher levels.

| Milo Townsend | 
 
	
 
                
                
              
            
            I'm presuming that Drakus' chamber is beyond the stairs to the south on the map (past the statue?). Do those go up or down?

| Milo Townsend | 
 
	
 
                
                
              
            
            I'm not sure that Milo's position in the initiative order really changes, since he was dropped on his own turn. Otherwise, he could potentially stand up before Drakus' reaction resets.
Note that First Aid is usually not worth attempting — a result of 9 or less here (DC 19) would be a critical failure, increasing the dying level by one.

| DM Brainiac | 
 
	
 
                
                
              
            
            There's a locked chest in the next room and a room full of goblins left, but you can Intimidate them into standing down now that you have defeated Drakus. Things are basically done, though, so I can just hand wave the last few sections and move us along!
For Chapter 2, the players set aside the primary characters they made for "The Lost Star" and create brand-new 4th-level characters. Because the PCs are being hired to cross a dangerous tract of terrain in Katapesh, some of them should be characters suited to exploring the wilderness. Rangers and druids would make good choices, but the players should still strive to create a balanced party with a variety of characters rather than multiples of the most wilderness-focused classes.
Each player should choose a background from those listed on pages 38–39 of the Pathfinder Playtest Rulebook. Three languages—Auran, Gnoll, and Ancient Osiriani—might open up additional role-playing or investigatory opportunities in this chapter, and you have access to those languages. However, knowledge of these languages isn't required.
Each character begins with one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items. The characters
already know each other, so they can pool their money to buy items.

| Milo Townsend | 
 
	
 
                
                
              
            
            Does anyone know what the difference is between +1 armor and a +1 armor potency rune? The magic item rules seem pretty confusing.
 
	
 
     
     
     
	
 