GM Tyranius Pathfinder 2E Playtest Doomsday Dawn (Inactive)

Game Master Tyranius

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Paladin/6

Yay, combat! XD


Paladin/6

I have a busy today today so I went ahead and posted. I hope I didn't mess too much up

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Yup just looked up the attack of opportunity. Just Fighters get it now. Paladins have the choice at lvl 6. Weird. Thanks for pointing that out Grek. That's a pretty big change.


male Goblin Rogue HP 42/42

Yup.

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They are redoing a lot of the resonance from what I hear. A new errata should be coming out in next day or so.


Female CN Half-Orc Barbarian 1 | HP: 25/25 {29/29}| AC: 15 TAC: 13 {-1 raging} |F: +5, R: +2, W: +2| Perception: +1 | Speed 25ft | Active conditions: None

Sounds reasonable. I don't mind resonance but there are STIs more popular than that mechanic.


male Goblin Rogue HP 42/42

How does DR work now? Same as before?

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DR works the same. They just lay it out a bit differently in the statblocks now. Instead of an all in one it is all under resistances.

cold 5, electricity 5, fire 5, piercing 5, slashing 5

or all 5 (except force, ghost touch, or positive);

Those are some examples from random creatures in the bestiary.


male Goblin Rogue HP 42/42

Little info. If a cleric uses all three actions to cast a healing spell, it extends to a 30 foot radius, healing the living and destroying undead. Could be useful right now. :)


Paladin/6

I used all of Tegan's positive energy pool (0/4) though D: Unless you get infinite heals as a cleric?

Maybe we should grab water from the fountain and throw it on the skeletons?

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Will get a post up tomorrow morning, I returned to work today and got slammed.

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With this part very near the end now would be a good idea to start building or upgrading your character for the next part.

Part 2 Character Creation.

You do no have to stay with the same character if you wish to try a different class. Also take a look at the errata 1.5 as they have significantly increased spell damage as it was quite watered down before.

Part 2 will end up taking place 2 years after this part.

“In Pale Mountain’s Shadow” takes place in the year 4709 ar, beginning in the recently liberated town of Kelmarane and moving to the
slopes of Pale Mountain—the same locations that feature prominently in the Legacy of Fire Adventure Path. This chapter assumes that the
events of that Adventure Path have started and are in the process of playing out, with the events of this chapter occurring during the year
of downtime built into the conclusion of Legacy of Fire’s first adventure, Howl of the Carrion King.


male Goblin Rogue HP 42/42

Cool. I'm thinking of playing a sorcerer. Or a ranger.
:)


Paladin/6

I'll be in Florida starting this Sunday and coming back Wednesday at like midnight. I've been playing around with Google Slides on my phone and the app is being a butthead with moving my marker


Female CN Half-Orc Barbarian 1 | HP: 25/25 {29/29}| AC: 15 TAC: 13 {-1 raging} |F: +5, R: +2, W: +2| Perception: +1 | Speed 25ft | Active conditions: None

I'll claim cleric.

Btw, what errata are we using? There's been some serious changes that have come out over the past few months.

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Errata 1.5 We will mainly worry about changing in between games unless it is something huge like the increased magic damage.


I'll continue on with Dufek, as previously approved by the GM. But he is picking up a couple clerical cantrips as part of a move into that class through Cleric Dedication (now) and Basic Cleric Casting (later).

I'll level him up when we're ready.

EDIT: I'm updating Dufek to the new errata, and ran into this...

When my monk makes a Flurry of Blows, what’s the multiple attack penalty?
You calculate the penalty for two Strikes as normal. For example, if you made a Flurry of Blows with the first action on your turn, the first Strike’s attack roll would take no multiple attack penalty and the second would count the first Strike toward the multiple attack penalty, giving it a –4 if you’re using an agile unarmed attack.

So I've been doing it wrong. I'll correct that immediately. Too bad though. It definitely weakens the class. We'll see how it plays out. I worry about my low AC and healing issues (though they've cleaned that up a bit too).


Paladin/6

I'm not planning on changing my character class, but I want to revisit weapons.

I will be on vacation until Wednesday. I'll have my phone but that's it


Female CN Half-Orc Barbarian 1 | HP: 25/25 {29/29}| AC: 15 TAC: 13 {-1 raging} |F: +5, R: +2, W: +2| Perception: +1 | Speed 25ft | Active conditions: None

Ooh, if you're doing cleric dedication I'll see if I can go a little off-base with my build then. Maybe see if I can create something like an inquisitor with a rogue dedication or something.


male Goblin Rogue HP 42/42

I'm thinking of just updating grek. I'll decide and have the character up in a few hours.


Paladin/6

Play whatever makes you happy!

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Exactly play what you enjoy. This is a good time to break down the system so we hopefully get something we like and enjoyable at the end.


male Goblin Rogue HP 42/42

Sorry for the delay. RL has been distracting

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Now that Part 1 is complete don't forget to fill out the Survey for Part 1: The Lost Star.

Player Survey

As for time limit. If I did my Math right Part 1 took us 67 days. With each day equaling 6 minutes of Real-life gameplay then Part 1 took is 6 hours and 45 minutes to complete.

Also if anyone is looking for playtest credit then you will need to create a -1501 Playtest character and let me know you PFS info for reporting.

Here is a copy of an editable tracking sheet. Each of you will earn 4 playtest points but I will still need you info to report it on this site.

Blank PFS 2.0 Tracker


NEXT LEVEL: 4:

+36hp (10+2 (con) x 3 levels) (58hp)
+3 Resonance Points (3)
+3 Class DC (18)

Monk Feat (2nd & 4th)
•>> Stunning Fist (Class, 2nd) - The target must attempt a Fortitude save against your class DC (18). If the target fails, it’s flat-footed for 1 round. On a critical failure, it’s also stupefied 2 for 1 round. If your attack was a critical success, one of the following outcomes occurs: If the target succeeded at its save, it instead fails its save. If the target failed its save, it instead critically fails its save. If the target critically failed its save, it is instead stunned for 1 round.

Cleric Dedication (Class, 4th) - You cast spells like a cleric. You gain access to the Cast a Spell activity and the Material Casting, Somatic Casting, and Verbal Casting actions. You can prepare two cantrips each day from the divine spell list or any other cantrips you learn or discover. You’re trained in spell rolls and spell DCs for casting divine spells and in attacks you make with divine spells. Your key spellcasting ability for these spells is Wisdom. You can use wands, scrolls, and staves, but only for spells of a spell level that you can cast. Religion is a signature skill for you. Choose a deity as you would if you were a cleric. You’re bound by that deity’s anathema (Torag). Cantrips: Shield, Stabilize

Skill Feat (x2 2nd & 4th)
Student of the Canon (pp 173)
Underwater Marauder (pp 174)

General Feat (third)
Fast Recovery (pp 167)

Skill Increases (third): Athletics (expert)

Special Abillities
Incredible Movement - You gain a +10-foot conditional bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 3 monk levels you have beyond 3rd (+10 total).
Magic Strikes - Your proficiency rank for unarmed attacks increases to expert. Your unarmed attacks become magical, allowing them to bypass resistances accordingly.

Melee: (expert in unarmed attacks)
•> Dagger +8att 1d4+4P; Knife; Agile, finesse, thrown 10’, versatile S
•> Unarmed +9att 1d6+4B; Brawling; Agile, finesse, nonlethal, unarmed
•> Tiger Claw +9att 1d8+4S; Brawling; Agile, finesse, nonlethal, unarmed (•> to get into stance)
•> Warhammer (expert) +7att 1d8+4B; Hammer; Shove
Ranged:
•> Dagger +5att 1d4+4P; Knife; Agile, finesse, thrown 10’, versatile S
•> Shuriken +5att 1d4+4P; Dart; Agile, monk, thrown 20’

GEAR (3RP)
3rd level item (1) Cold Iron Warhammer
2nd level item (2) Wayfinder, Bracers of Armor 1st
1st level item (1) alchemist’s fire

Clothing, traveler’s attire (1sp, -)
Torag holy symbol, silver, around neck (20sp, L)
Dagger (w/ sheath (1cp, -)) (2sp, L)
Shuriken (w/ sheath (1cp, -)) (1cp, -) x20
Warhammer, cold iron (expert) (w/ sheath (1cp, -))(1 B)
Bracers of Armor (Invest, first, continuous mage armor @ first level (+1 AC))

Backpack (1sp, - or L)(stores 4B)(storing 57sp 1cp, 8L)
- Alchemist’s Fire (L) (Alchemist’s re is combination of several volatile liquids that ignite when exposed to air, typically stored in a sealed ask. Alchemist’s re deals 1d8 fire damage, 1 persistent re damage, and 1 fire splash damage. The target can end this persistent damage by spending an Interact action or by becoming submerged in water or otherwise entering an area deprived of air. A creature adjacent to the target can also end the persistent damage by spending an Interact action.)
- Bedroll (1cp, L)
- Crowbar, expert (5sp, L) <- Level 2 item, permitted?
- Grappling Hook (1sp, L)
- Holy Water Flask (2gp, L)
- Manacles (30sp, -)
- Rations (5cp, L) x5
- Rope, silk, 50’ (10sp, L)
- Tent, pup (8sp, L)
- Waterskin (5cp, L)

Belt Pouch (4cp, -)(stores 4L)(storing 6cp, 0B)
- Flint and Steel (5cp, -)
- Mug (1cp, -)
- •> Wayfinder (-) (This compact compass features ancient technology repurposed to draw fantastic powers from the aeon stones the lost Azlanti empire held sacred thousands of years ago. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass, and you can activate it with a command word to cast the light cantrip on the wayfinder.)
- Coins (18sp, -)

Bulk 2.1B (>9B encumbered)


Female CN Half-Orc Barbarian 1 | HP: 25/25 {29/29}| AC: 15 TAC: 13 {-1 raging} |F: +5, R: +2, W: +2| Perception: +1 | Speed 25ft | Active conditions: None

Okay, so character will be up in a bit. Cleric with a ranger dedication. GM do you have any issue with me taking Ketephys as my deity? I'll just use Erastil's stats with a slightly different alignment.

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I am good with whatever you guys want to try. This is an ever changing playtest and not help to any specific PFS ruling.


male Goblin Rogue HP 42/42

Stats updated. Trying to work out my equipment. It's late here and I'm tired. I'll finish up tomorrow.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Here's my (draft) character. Need to review everything and figure out remaining cash. Wild elf cleric with a ranger dedication and an animal companion.


male Goblin Rogue HP 42/42

Since no one said otherwise, did grek get the ghost touch +1 dagger? He will take if he can. And how does that square with the new items we have? Is it extra, or in addition.


male Goblin Rogue HP 42/42

OK, gear done.

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All of the gear from each of these goes away as you rebuild your characters. Though it does show back up in other Parts. Such as Part 4.

It is almost as if each of these are separate and the Order is holding onto what you find for a duration. Though you can always purchase it with the gold you have.

Link


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Okay, should be pretty much done. Let's see how an archer cleric with an animal companion works out.

Level 3 item - +1 chain shirt
Level 2 items - expert longbow, wand of heal
Level 1 item - light ammunition

Purchased goodies of note:
2 sleep arrows, 2 vine arrows.

Other gear is mundane equipment stuff.


Paladin/6

Why isn't there a chart for saving throws when characters level?

Ugh, I hate math why do I do this to myself? :( I hate leveling up and settling character stats! >:(

Did we already establish how much gold we have to spend on equipment?

Level 4 Cleric:
[spoiler=Level 4 Cleric]

Trained: your proficiency modifier is equal to your level
Expert: Your proficiency modifier is equal to your level plus 1

Ability Score
Str: 10 +2 = 12
Dex: 10 +2 = 12
Con: 10 (+2 Human Ancestry)(+2 Mind Quake Survivor Background) = 14
Int: 10 (+2 Human Ancestry) +2 = 14
Wis: 10 (+2 Cleric Class Background)(+2 Mind Quake Survivor Background) = 14
Char: 10 +2 = 12

Defense
HP: (+8 Human)(+8 Cleric x 4th Level)(+2 Con mod) = 42
AC: 10 (+1 Dex)(Trained)(+1 Leather Armor) = 12
TAC: 10 (+1 Dex)(Trained) = 11
Fort: (1st-Level +5 Expert)(+2 Con) = 7
Ref: (1st-Level +5 Expert see Lightning Reflexes Feat)(+1 Dex) = 6
Will: (1st-Level +5 Expert)(+2 Wis) = 7
Trained in all simple weapons and weapon of deity (starknife).
Trained in light armor, medium armor, and shields.

Skills
Acrobatics = +5 (+4 Trained +1 Dex) Cleric Signature Spell
Arcana = +6 (+4 Trained +2 Int) Human Feat: Skilled
Athletics = +0 (-1 Untrained +1 Str)
Crafting = +1 (-1 Untrained + 2 Int)
Deception = +0 (-1 Untrained +1 Cha)
Diplomacy = +5 (+4 Trained +1 Cha) Cleric Signature Spell
Intimidation = +0 (-1 Untrained +1 Cha)
Lore (Dominion of the Black) = +6 (+4 Trained +2 Int) Mind Quake Survivor Background
Medicine = +7 (+5 Expert +2 Wis) Cleric Signature Spell, 3rd-Level Skill Increase
Nature = +4 (+4 Trained +2 Wis) Cleric Signature Spell
Occult = +6 (+4 Trained +2 Int) Human Feat: Skilled
Performance = +5 (+4 Trained +1 Cha) Cleric Signature Spell
Religion = +6 (+4 Trained +2 Wis) Cleric Signature Spell
Society = +1 (-1 Untrained +2 Int)
Stealth = +0 (-1 Untrained +1 Dex)
Survival = +1 (-1 Untrained +2 Wis)
Thievery = +0 (-1 Untrained +1 Dex)
(+5 Cleric) (+2 Int mod.)(+2 Human Feat: Skilled)
Level 1:Acrobatics, Arcana, Diplomacy, Lore, Medicine, Nature, Occult, Performance, Religion
Level 2:Acrobatics, Arcana, Diplomacy, Lore, Medicine, Nature, Occult, Performance, Religion
Level 3:Acrobatics, Arcana, Diplomacy, Lore, Medicine, Nature, Occult, Performance, Religion
Level 4:Acrobatics, Arcana, Diplomacy, Lore, Medicine, Nature, Occult, Performance, Religion

Deity: Desna. CG. Domain: Luck.
Available Desna Spells: 1st sleep, 3rd dream message, 4th fly.
Channel Energy Pool: 3 (+1 Char mod) = 4 (page 229 Heal)
Divine Spellcasting: (page 195) You can hold a divine focus (religious symbol or text) as part of your Material Casting and Somatic Casting actions. (See page 200 for spell list.) Prepared spells remain available until you cast them or you prepare spells again. The number of spells you can prepare are called your spell slots.
Domain Power "Bit of Luck" Somatic Casting. 30 feet. You tilt the scales of luck slightly, adding a +1 conditional bonus to an attack roll, saving throw, or skill check (You or an ally within range.)

Feats:
1st-Level Human Ancestry: Skilled Gain trained in two skills of your choice
Mind Quake Survivor Background: Dubious Knowledge: When you fail a Recall Knowledge check using any skill that has that action, you learn one bit of true knowledge and one bit of erroneous knowledge, but you don’t have any way to differentiate which is which.
2nd-Level Cleric Feat Deadly Simplicity: When you are wielding your deity’s favored weapon, increase the damage die of that weapon by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12)
Skill Feat (2nd-Level) Battle Medic: You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 20 Medicine check. Regardless of your result, the target is bolstered to your use of Battle Medic. If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10. Success The target regains Hit Points equal to 1d10 plus your Wisdom modifier. Critical Success As success, but target regains 1d10 additional HP. Critical Failure The target takes 1d10 damage.
General Feat (3rd-Level) Lightning Reflexes: Trained to Expert Reflex Save
4th-Level Cleric Feat Communal Healing: You’re a conduit for positive energy, and as you channel it through you it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of your heal spell.
Skill Feat (4th-Level) Robust Recovery: Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.

Cantrips
*Forbidding Ward* (Somatic Casting.) 30 feet, one ally and one enemy. Ward your ally against attacks and hostile spells of the target enemy. Ally gains +1 conditional bonus to Armor Class and saving throws against the target enemy's attack, spells, and other effects.
*Guidance* (Somatic Casting.) Touch, one creature. Grants target +1 Conditional bonus to one attack roll, Perception check, saving throw, or skill check. Happens before roll.
*Light* (Somatic Casting.) Touch, single object. Casts bright light in a 20-foot radius like a torch.
*Stabilize* (Somatic Casting.) 30 feet, one dying creature. A single touch shuts death’s door. The target goes from 0 Hit Points to 1 Hit Point.

Cleric Power
*Heal* (page 229) See Channel Energy Pool. 30 feet, touch, one creature. You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1st-Level Spells
*Bless* (Somatic Casting.) 30-foot aura, you and your allies in the aura, concentration up to 1 minute. Up to 1 minute. Blessings from beyond make your companions potent. They gain a +1 conditional bonus to attack rolls. Bless can dispel bane.
*Magic Weapon* (Somatic Casting.) One non-magical weapon. The weapon glimmers with magic and energy. The target becomes a +1 magic weapon, gaining a +1 item bonus to attack rolls and dealing another die of damage on a hit.
*Bane* (Somatic Casting.) 30-foot-area, enemies in the aura, concentration for up to 1 minute. Divine censure makes it difficult for your enemies to attack. Targets take a –1 conditional penalty to attack rolls. Bane can dispel bless.

2nd-Level Spell
*Restoration* (Somatic Casting.) 10 minutes, Touch, 1 creature. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. • Reduce a Condition Reduce the value of the target’s enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. • Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.
*Silence* (Somatic Casting.) Touch, 1 creature, 1 minute. The target makes no sound, preventing creatures from noticing it using hearing. The target can’t use sonic attacks, nor can it use actions with the auditory trait. (This prevents it from casting spells that include Verbal Casting actions.)

Equipment
Traveling Clothes (1sp)
Leather Armor (15sp) +1 AC Bonus, +0 TAC Bonus, -0 Check Penalty, 1 Bulk, - Traits
Starknife #1 (24sp) 1d4 P, L Bulk, 1 Hand, Knife (Agile, deadly d6, finesse, thrown 20 ft., versatile S)
Starknife #2 (across back) (24sp) 1d4 P, L Bulk, 1 Hand, Knife (Agile, deadly d6, finesse, thrown 20 ft., versatile S)
Religious Symbol, Silver Rosary (20sp) L Bulk, 1 Hand, Worn around neck.
Compass (10sp) - Bulk, 1 Hand, Clipped to a leather belt with a chain and tucked in pants pocket.
Bag of 56sp

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@Tegan

Level 4
Same Background as above
3 new languages are now available (Auran, Gnoll, and Ancient Osiriani) and may prove useful for role-playing or investigatory opportunities. Feel free to swap some out.
3rd level item (1)
2nd level item (2)
1st level item (1)
300 sp. Feel free to pool your money

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@Dufek- I punched it into Herolab. Your math on your AC is correct at 17.


Paladin/6

I'll post by tomorrow night. Sorry for the delay.


Paladin/6

This starting combat! I thought Dufek was supposed to be immovable XD


male Goblin Rogue HP 42/42

Sorry, have had the flu. Back now.


Paladin/6

The flu :( That's terrible. Sorry to hear that. Glad you're feeling better?


male Goblin Rogue HP 42/42

Happy new year from Australia. We get it before most of you. :)

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Happy New Years from the past!


Paladin/6

At the end of this module, I think I'm going to step out so you can get someone else to come in for part 3. Real life is picking up and I think I need to reduce my activities

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Ah, sorry to hear that. You will always be welcome back :)


Paladin/6

oooo undead :O Priests are about to show everyone up!


Paladin/6

Just checking in, friends

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I know that Tegan said that they were leaving after this portion. So with that we are left with three. Do the rest wish to continue or call it as well?


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

I'm of a mixed mind since 2nd edition itself will launch in August so the point of the playtest is a loot moot. However it's good to have a group interested in 2nd ed anyways. I'll defer to the others.

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This wasn’t even fully a play test as it was more of a stress test. There were quite a few rules areas that were infinitely more confusing than needed to be necessary. Hopefully that is fixed.

I kind of like the character building and the three action economy across the board.


Yeah, I'm inclined to bow out as well. They're changing a number of things, so this won't be the game we come to know when it is released.

I had thought it was a longer play test window, but apparently I didn't read the fine print. :)

EDIT: GM ninja - Yes, the three action economy is simple, clean, and fun. I'm half tempted to drag that into my 1.0 games...

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