Hail the Gauntlet!

Friday, May 25, 2018

Thank you to everyone who donated to Paizo's 2018 team for the Gauntlet charity tournament. Team Paizo fought hard in Tak, but a catastrophic Valeria round tumbled us towards the bottom, and we clawed our way back up to 11th, and almost as high as 8th, with an awesome performance on the final Puzzle Hunt round. Thanks to all of you, including an incredible last-minute donation over $1,000, we also unlocked an astonishing number of blog segments revealing further secrets about previously blogged classes. This will be a monster-length blog, so strap in for a long ride!

Fighter Combos: Randyll and Solveig
Luis Loza

I've always been a big fan of martial characters, which was fully solidified by one of my favorite characters, who happened to be a fighter. One of the big things I love about the fighter in Pathfinder is his ability to do just about anything in combat. With the right set of feats, a fighter can be anything from a typical sword and shield-wielding knight, to a spear master who leaps across the battlefield to defend his allies, to a light-footed master of the rapier. When I got a chance to join one of the playtest games here in the office, my first thought was to put this new fighter to the test. A lot of it felt the same, as the fighter was gaining lots of feats, but it turns out there was much more to the fighter this time around.

The Fighter Class Preview previewed several fighter feats and class features, but one thing it didn't mention was fighters' ability to string together attacks to make powerful combinations. They do this through abilities that let them Fan attack or press the offensive—abilities with the open trait must come before any other attacks, and those with the press trait must come after you've already made an attack. Fighters can also enter stances, which are one of the most common types of open abilities, and grant various powerful benefits for the duration of the encounter or until you enter another stance. A bastard sword switch-hitter can appreciate the debuff potential of following up an Intimidating Strike (which is neither an open nor a press ability) with Shatter Defenses, a press ability that stacks various penalties on an intimidated foe, or Combat Grab, a press ability that uses your open hand to grab a foe and simultaneously attack with the weapon in the other hand. Between those options and your ability to make your opponents flat-footed with critical hits, you can significantly reduce the AC of monsters so your lower-accuracy allies can take them down. With all of these new abilities in mind, I created my first fighter, Randyll. He was a master of the bastard sword with a penchant for yelling and rushing into combat. He would use the versatility of his bastard sword to his advantage, switching between a one-handed grip and a two-handed grip to use whichever feat was best for the situation, granting him a surprising amount of versatility.

Unfortunately, due to his recklessness, Randyll was not long for Golarion. In his place, I created Solveig, an Ulfen shield maiden entirely dedicated to defending her allies. She's fared even better. A shield fighter with a flail is all about careful tactical placement on the battlefield. If you're standing in the right spot, you can block for your allies with Shield Warden, and the flail critical specialization effect of knocking enemies prone can keep enemies right where you want them, even on an open battlefield. With Shielded Stride, you can even Stride at half speed with your shield up, ignoring reactions that trigger off your movement. The Shield Paragon stance is an open ability that gives you the benefit of a raised shield for the rest of the battle, an extremely powerful advantage. Solveig is a complete shift from Randyll's combat style. Her movement is calculated and her defense is unmatched (at least by the rest of the party!). By the time she had avoided close to 10 attacks in a row, I was in love with the fighter. I had found that same feeling that I had in Pathfinder First Edition and I could tell that there were so many possibilities with different weapons, armor types, and of course, all the new fighter feats. But there are so many amazing feats—how can your fighter take all the ones he wants? And how do you make sure you have the one you need for the day's adventure? The fighter's 9th-level Flexibility feat grants a different feat each day, and that increases to two flexible feats with Improved Flexibility at 15th level. This also means that, counting those two flexible feats, fighters have the most class feats in the game! Let me just say that playing the fighter in the playtest has only further solidified my love for the class. The fighter is awesome and continues to be awesome in Pathfinder Second Edition. In fact, if I were told I could play only fighters for the duration of the playtest, I would be happy. There's so much the fighter can do that I don't see myself running out of ideas any time soon!

Cleric Domains of the Mox Gauntlet
Andrew White

Thanks so much to everyone who helped us get this far! Your generosity is hugely appreciated, and we did our best to represent you accordingly at this weekend's showdown. And as a special reward to those of you who made your donations in the name of Team Cleric, here's a sneak peek at more of what's coming for everyone's favorite energy channelling, undead-neutralizing, wound-healing bludgeon enthusiasts!

If the Mox Gauntlet was a deity, what domains would it have? A gauntlet is a symbol of Might, the donations are a form of Wealth, the charity this year helps Families, and each year there's usually a final round shrouded in Secrecy. So let's talk about the domain powers that a cleric of the Gauntlet might be able to cast. The Cleric Class Preview already included unity, but the Family domain also has the basic power soothing words, which dispels emotion effects on a target; this is actually extremely strong because as a power, it's always heightened to your highest possible level. This means it's quite tricky to keep up emotion effects on a Family cleric's allies, and you'll probably never need to prepare remove fear. Might has two options that are really good for heavily armored and high-Strength clerics. The basic power athletic exploit lets you ignore your armor's check penalty and movement speed reduction when you really need to, and enduring might is a reaction that reduces damage based on your Strength modifier and your cleric level. The Secrecy domain has forced quiet, which limits the target's voice to a hoarse whisper, making it much harder to raise an alarm. Even a successful save against forced quiet still affects the target for 1 round (though the effect might last as long as 10 minutes on a critical failure!). Secrecy's advanced domain power, safeguard secret, has a 1-minute casting time but thereafter grants you and all willing allies in range an enormous conditional bonus to skill checks (almost always Deception) to conceal a specific secret you pick, and to saving throws against spells that seek to ferret out that specific secret. These benefits last indefinitely until you use the spell again. Finally, Wealth's basic power, acquisitive's fortune, is sure to make you popular with every business owner in the city and with allies who like to make money during downtime. Once cast, it allows the target to reroll any critical failure on their check to Perform a Trade in the next 24 hours. As the name implies, it's a fortune effect. The domain's advanced power, money talks, allows you to substitute coin currency for any sort of cost with a value measured in monetary value. So for instance, if you needed a vase worth 100 gp, you could just use 100 gp. This is particularly handy when you're away from a settlement and suddenly need a bizarre item for a cost that you wouldn't have thought to bring along; the Wealth cleric has you covered.

The Rogue's Hidden Tricks
Katina Davis

Although I'm not particularly stealthy in real life, I've always enjoyed rogues and their stealthy ways because I figured they were most like how I would actually behave in an adventure setting. Instead of barreling headfirst into a fight and counting on being able to chug a bunch of potions afterward, the rogue is more calm, calculated, and precise. What's the point in drawing attention (and attacks) to yourself when you can tiptoe in, get the job done, and sneak away unscathed? Never let your opponents know how strong you are, and they will always underestimate you.

Even after the Rogue Class Preview, the rogue was hiding some of her sneakiest tricks. What did you expect? One thing about the rogue that's different than in Pathfinder First Edition is the rogue's focus on slippery mental defenses. In addition to the Cognitive Loophole feat mentioned in her preview blog, the rogue gains the slippery mind ability, which makes her a master at Will saves. Add in double debilitation, the ability to apply two debilitations to a foe at once, and you have a good sense of the rogue's odd-level features. But there are so many feats still hiding in the shadows. While the first blog focused on ways to get sneak attack, the rogue also has some fun ways to play with the action economy, including drawing and attacking with a weapon as a single action, or Stepping and Striking at a -1 penalty with the same action (in either order, perfect for flanking, entering reach, or forcing your foe to take an action to reach you). The rogue also has a pair of feats that allow her to poison weapons more easily, keep her poisons from being wasted, and create a bunch of doses of a very simple poison for free each day (this also works great with an alchemist on the team to make some really powerful poison for free every day). For those interested in traps, you can gain Trap Finder, which makes finding even the most devious traps easier and protects you against them, and Delay Trap, which can give you the time you need to escape the area when you accidentally set off a trap. However, unlike in Pathfinder First Edition, engaging with traps as a rogue is your choice.

All right, those feats were cool, but what about some high-level options? Sense the Unseen is a reaction you can use when you Seek that lets you automatically learn the location of unseen creatures in the area, no matter how well they were hidden. You still can't see them, but it's a good start! Cloud Step allows you to step so lightly that you are essentially weightless when you are Striding, allowing you to walk over water or air and avoiding pressure plates until you finish moving. Perfect Distraction allows you to use smoke and mirrors, decoys, and other tactics to make it seem like you are somewhere you aren't, perfect for leaving a decoy right after you hide. If you have Legendary Deception, you can even gain Reactive Distraction and use the decoy as a reaction to avoid an enemy's attack or other ability. Afterward, it takes a bit of time to set up your next decoy, but it's worth it! Trickster's Ace lets you jury-rig magic item resonance and stolen magical energy to set up your own magical contingency each day, similar to the spell. And finally, Hidden Paragon lets you go completely invisible, even beyond the sight of true seeing, see invisibility and the like and impossible to outline with even glitterdust, faerie fire, or similar magic!

Take That, Evil!
Mark Seifter

The Paladin Class Preview was centered around alignment and the paladin code, with some extra helpings of spells, healing, and defenses, but there's more to paladin options than that. Sometimes you just want to put on your Gauntlet and beat evil down. So, this section is all about offense. Retributive Strike, first mentioned in the paladin blog, is a good way to add onto your damage while enfeebling enemies that dare to attack your allies, and all paladins have access to it at 1st level. Another ability all paladins receive is the righteous ally, a holy spirit that assists you from 3rd level on. There are three righteous allies to choose from (and you can take the Second Ally feat to gain another): blade, shield, and mount. Naturally, the blade righteous ally is the most offense-focused of the three, inhabiting your weapon (which you are free to change each day), and giving it the benefits of a property rune for the whole day. This starts with some simple properties like disrupting and ghost touch, but you can use feats to gain the benefits of more powerful runes; for instance, you can make your weapon dancing, allowing the spirit in your blade to attack on its own. The first major blade righteous ally feat is Blade of Justice, which is parallel to the Pathfinder First Edition paladin's smite evil—you declare a target to face judgment and deal extra damage to evil foes. Although Blade of Justice deals less damage than smite evil, it can be used as many times as you like as long as you have the actions for it. And the real kicker is that this extra damage is good damage, which means that creatures like fiends that are weak against good abilities are going to take a lot more damage.

Speaking of how offense-focused paladins can wreck fiends, there's also Aura of Faith, a feat that makes nearby good allies' first attacks each turn deal 1 extra good damage against evil creatures (and of course, this can become quite a bit higher when applying a fiend's weakness!). But there's also a smiting ability every paladin gets that can ruin a fiend's day. Holy Smite deals persistent good damage equal to your Charisma modifier to evil creatures you hit with any Retributive Strike, which can apply extra damage round after round if the creature has a weakness to good. Instrument of Zeal is the last in the series of badass offensive abilities for the blade righteous ally: when you score a critical hit with your weapon, either with a Retributive Strike or against your Blade of Justice target, you gain an additional die of damage and the target is slowed 1 on its next turn, which can put it in a really tight spot! There's another fun way every paladin can increase a party's offense, particularly if the group stands in a tactical formation. Aura of justice is a class feature all paladins get that allows you to take a penalty to any Retributive Strike in order to allow all allies within 10 feet and in reach of the monster to make Retributive Strikes of their own! If you find your group often uses this to create a mega-chain reaction, you can later take the Aura of Vengeance feat to remove that extra penalty when you use aura of justice.

Behold the Gauntlet!

The Gauntlet is a powerful magic item fought over by champions since ages long past. We will now reveal the powers of the Gauntlet in a Pathfinder Playtest-compatible form. Behold, the Gauntlet!

The Gauntlet Item 18

Invested

Magical

Potent

Transmutation

Price 24,000 gp

Method of Use worn, gloves; Bulk L

Activation [[A]][[A]] Operate Activation


This mighty adamantine gauntlet was forged by the legendary artisans of Mox from the Card Kingdom and is inscribed with hidden runes of great power. The Gauntlet boosts your might and enhances your strategy to a razor's edge. You gain a +5 item bonus to Athletics checks and Warfare Lore checks. When you invest the Gauntlet, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.

While wearing the Gauntlet, you gain a +2 conditional bonus to damage rolls on unarmed attacks against minotaurs.

When you activate the Gauntlet, you slam the ground, creating the same effects as an 8th-level earthquake.

While you have invested the Gauntlet, if anyone offers you a challenge for the Gauntlet and the challenge is fair, you must accept that challenge, though you can finish any life-threatening or time-critical task before doing so. Once someone has won the Gauntlet from you in a challenge, you must wait 1 year before you can challenge them again to regain the Gauntlet. If the Gauntlet is stolen, sold, traded, looted from a corpse, or obtained in any way other than being won in a fair challenge, it vanishes instead, perhaps returning to the vaults of Mox.

A Familiar Disguise

Familiars, the traditional fuzzy friends of wizards and witches, are extremely popular in Pathfinder, especially among those who are fans of animals or cute things. While many classes gained access to familiars in later books, including the archetypes I wrote for Familiar Folio (my first-ever author credit for Paizo), plenty of characters have access to familiars from the outset of Pathfinder Second Edition's playtest. Not only can wizards take a feat to gain a familiar even if they also have an arcane bond, but alchemists can also gain an alchemically created familiar, and druids can gain a leshy familiar. But the most surprising and awesome feature might send our fans who love both gnomes and familiars (hmm, who could that be?) into a spiral of gnomes: there is a gnome ancestry feat to gain a familiar regardless of your class.

So enough about who can get familiars—how do they work? As someone who loves building familiars and getting exactly the type of animal that fits my concept, I was sometimes stymied when my ability to choose a familiar was locked behind how many low-power creatures that would be useful mostly only as familiars could be fit into the Pathfinder RPG Bestiary schedule. In the playtest, you won't have to wait for Bestiary 5 to have a flying fox. Familiars have always been magical creatures forever altered by your magic, so why not capitalize on that to allow for more variety and flexibility than ever before?

In the playtest's familiar system, you get to pick from a variety of powers that either allow the familiar to gain special abilities, like flight or speech (yes, you can have a talking cat, or a talking winged cat) or that grant special benefits to you, including extra spells and delivering your touch spells at a distance. You can normally swap those powers each day as part of your daily preparations, which allows you some awesome flexibility for your familiar, though a familiar that would naturally have any of these special abilities (like an owl's flight) always has that ability locked in. So if you need your rabbit to be able to swim for the next day's adventure, you can do that, or you can grant your leshy wings of flower blossoms. For the playtest, we started with around 10 different powers, but I imagine the list will expand over time and we might create feats for familiar-friendly characters to gain more powers than usual or to unlock particularly strong powers.

So we know about powers, but what about a familiar's base statistics? Your familiar uses your full saving throw modifiers and AC, with a set 4 HP per level, so it has better defenses than familiars had before. Familiars are adept at Perception, Acrobatics, and Stealth, counting as trained characters of your level and adding your spellcasting key ability modifier (this is Charisma if you have only innate spells, like the aforementioned gnome non-spellcaster). For other skills, they have the modifier of an untrained character of your level, meaning that after a few levels, their skills are far beyond what a simple animal could achieve.

Whew, that was an epic-length blog. Thanks again to everyone who donated to the Gauntlet to support Wellspring in their efforts to assist the homeless, and if you liked how much content was in this blog, be sure to post and thank all the donors as well!

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Tags: Charity Community The Gauntlet Pathfinder Playtest
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5 people marked this as a favorite.

Whew there is a lot of info in those little snippets. Shocking amount of stuff not seen in the previews. I really can't wait to see the playtest now.

I feel like some people are going to be turned away by "Named" Attack-feats, combos, and stances for the fighter, as people seem to want it to perform amazingly well in the same party with upper level casters against giant mythical beasts in the most mundane way without any reduction in god-like ability of wizards or clerics (a rather unrealistic goal) or simply cause 4e-phobia, but I for one am quite excited by this.


2 people marked this as a favorite.

Wow, this is quite the interesting set of abilities. Really liking what I'm seeing all around.

Fighters' combos and the revamp to Familiars are especially interesting. Also, that Ultra Invisibility for Rogues...dang.

Liberty's Edge

3 people marked this as a favorite.

Some pretty awesome stuff in there. The things that stand out the most, to me at least, are build-your-own familiars, what looks like a new (and more interesting) approach to item-based ability score changes, and Fighters (a favorite class of mine as well) having a lot more interesting choices for how to spend their combat rounds.

I can't wait for August.


Interesting.


2 people marked this as a favorite.

So I noticed the bit about Unarmed Strikes in The Gauntlet's description. How do gauntlets work with unarmed strikes in 2e? Do they now simply boost unarmed strikes? Do they finally allow unarmed strikes to get enchantments?

Hopefully it'll get explained soon, I've been a long-time fan of unarmed combat, which hasn't been in the best of places in Pathfinder, at least in comparison to other weapons.

On another topic, I'm very happy to hear that Fighters are getting Flexibility! Even if it's a bit late in their career, it's still amazing to be able to 'prepare' feats for the day, much like a Wizard does with their spells. Stances also sound very interesting to me, as does this 'combo' business. Wonder what kind of interactions it'll lead into? I'm imagining an ability to turn a miss into a feint for your next iterative attack.


Shouldn't the discussion thread for this blog be under Pathfinder Playtest?

Anyway, these are very interesting revelations. I am eagerly looking forward to anything else that may slip out at this weekend's panels.


So is Holy Smite the spell gone in favor of this apparent replacement for Smite Evil (or just another power to go with it - just figuring this looked like a clear case for replacement)?

Though, really interested in seeing how powerful the Holy Smite ability will be.


I hope there are ways to boost your familair's HP.

RPG Superstar 2015 Top 32

Herrrz the duck-duck!


I'm just in the middle of the fighter, and I think it's awesome

Paizo Employee Chief Creative Officer, Publisher

25 people marked this as a favorite.
David knott 242 wrote:

Shouldn't the discussion thread for this blog be under Pathfinder Playtest?

Anyway, these are very interesting revelations. I am eagerly looking forward to anything else that may slip out at this weekend's panels.

There will be a TON of info coming out of the panels this weekend, and entire pages of final text revealed at the preview banquet tomorrow night.

Should make for a lively weekend on the forums. ;)

Grand Archive

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Oh woah! I can't wait for the playtest! Everything sounds so fun!


3 people marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Wow, there's a lot of cool ideas in this thing. My favorite part is certainly the one about familiar. Familiar as an option for every gnome: Pure genius. And here I was, looking forward to the playtest already...


6 people marked this as a favorite.

The most exciting news is Fighters-As-Combo-Kings, I think. That's a very interesting direction to go for making Fighters more cool and unique. The Familiar stuff is really nice too, it seems like you're striking a good balance in making familiars more fun but less powerful (gone are the days of just grabbing a greensting scorpion and forgetting it exists beyond being a free Improved Initiative).


4 people marked this as a favorite.

I love the fighter stances and combos. Giving the fighter a real niche is fun. Also familiars with variable powers sounds pretty good. I think pocket dimension hiding should be an option for a power as well since having a familiar get caught in an AoE is terrifying.

Liberty's Edge

4 people marked this as a favorite.

I think I'm actually the biggest fan of the Fighter stuff. That's super neat and picking new Class Feats every day is powerful and very cool (as well as mimicking an optimal Fighter strategy in PF1).

For Clerics, more Domains are nice to hear about. Secrecy's second power is great for a secret cult, as it should be, and the rest seem neat and effective mechanically as well (from what little can be determined of them). Reducing damage based on Str is a particularly neat Might effect.

The Rogue stuff is also awesome. Rogues having Master Will Saves eventually is pretty much a dream come true (ie: Rogues with Good Will Saves), and the other stuff sounds neat as well.

For Paladins, making Smite semi-optional and tied to the weapon would be a lot more of a bitter pill if you couldn't get a second Righteous Ally. As-is, I'm cool with it. And a lot of the bonuses listed seem pretty hardcore in terms of effects, so that's nice.

The Gauntlet is...interesting. It's difficult to tell how much stuff is 'because it's an artifact', but my bet is that non-artifacts can give you +5 to Skill Checks and quite possibly +2 to an Ability (the latter maybe restricted to really high end stuff). This would strongly indicate diminishing returns on level up points and a max Ability score of 22 for PCs sans magic (24 with magic stuff). That's workable and interesting, if not quite what I was expecting.

The Familiar stuff seems nice, though I'm interested if you can get a bonus ability or two for your Familiar (ie: does an Owl who's always stuck with flying have a way to get two more abilities).


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Hell. Yeah. Those high level rogue abilities are exactly the kind of thing I was hoping for. Also, glad they are getting a good will save.

Fighter flexibility sounds pretty amazing. I'm into stances, opens, and presses. Shield Paragon sounds REALLY good.

Man, Paladins punish you for EVERYTHING. A paladin with a shield and AoO is too tanky to attack, but smacks you if you leave it and smacks you if you hit anyone else, and then her whole team gets to smack you too?

Cleric abilities... well, good to see some more. Not quite as titillating as the other parts.

Familiars sound fun. I hope there are some class agnostic ways to get a familiar too.


1 person marked this as a favorite.

Interesting. I like the take on familiars. Would I be wrong in assuming the Summoner's schtick might end up being a path for any familiar-haver, rather than (or in addition to) its own class?


3 people marked this as a favorite.

The combo system for fighter might finally give something to the fighter that it's trully unique for him, instead of doing exactly the same than everyother martial, who got their own unique things (like favored enemy, rage, smite, etc).


4 people marked this as a favorite.

So, in PF1, I have pretty much never chosen a familiar over a bonded item. For classes that have familiars, I've either actively avoided them or sought out archetypes which trade them away for something else.

But man, now that they're optional and (like seems to be a glorious refrain in PF2) customizable I could totally see myself picking up a little talking owl like Archimedes. It's got to be some weird psychological thing, I guess, or maybe it's just the potential for having a talking familiar from the word go makes all the difference. I dunno.

I, too, love the stances and combos for fighters. It sounds like a really great way to make all of the different tactical decisions you can do with the 3-action system all blend together into something much greater than the sum of their parts. The shielded stride ability is cool, but man the shield paragon is just amazing! I like the use of traits to denote without confusion how each part of a combo fits together. I really can't wait to see more of the options and play around with snapping them together.

The cleric, rogue and paladin stuff is also pretty interesting. There's some really good stuff there, like rogues getting good will saves and the way paladins really customize how they approach being a holy warrior and make both dealing with them as bad of an option as ignoring them. It sounds like there's some pretty broad diversity between the possible options granted by domains. And I think I like it even more knowing that you basically never have a domain power that you don't want or never use.


1 person marked this as a favorite.

Shield paragon fixes a lot of issues some people seemed to have with the new shield mechanics. If you are a shield fighting style focused person it seems pretty easy to utilize the shield without eating too many actions.


1 person marked this as a favorite.

Combos have a great flavor for fighters. Instead of one-trick ponnies, where you went all-in with a certain maneouver or combat style (be it power attacking, or trip, or whatever) and then rinse and repeat.

With enough class feats, and enough versatility, it's easy to see the fighter swapping stances, and chaining combos depending on the circumstance.

I worry a bit if there will be enough of them to do more than 1 at the same time, but the free "learn it in the morning" feats help I think


1 person marked this as a favorite.

You're welcome, and thank you, Paizo!

Fighter content:
Heck yes! Combos are good. It seems like you'll probably want a combo or two, and then some nice passives? A flexible feat is fantastic, though! Given retraining is easier, that's great.

Cleric content:
Heck yes! Oh man, Might getting abilities that scale with strength is really flavorful. Secrecy's abilities are pretty nifty, too. I look forward to eventually being able to play a kobold Cleric of Mammon with the Wealth domain!

Rogue content:
Heck yes! I'm so glad to see Rogue getting good saves. Those action efficiency feats were what I was looking for in the blog, and I'm glad to see stride and strike combined for a pretty reasonable cost! Those high-level abilities… mmm… I have a Rogue that will definitely be grabbing some of those!

Paladin content:
(This is a class where the stuff I was looking for was already covered- I'm more defensively/healing inclined when it comes to Paladins. I'm happy that all the smiters out there get some nice stuff!)

Familiars:
Yesss. Well, my Wizard can have a talking cat at level 1. That's all I wanted- and now I can trade out delivering touch spells for another ability! My friend was also overjoyed to find out that Druids could get a leshy familiar. I'm quite happy with this! I'm hoping that we'll eventually get non-gnome options for more broad familiar access, like a familiar-centric archetype, but this is plenty for the playtest, and even the CRB.


3 people marked this as a favorite.

Reactions:

Fighter:

- Combo Attacks are great
- The Open trait... is that before any other attacks that round or that combat? There are places that seem to say one way, and others that seem to say the other, so some clarification would be much appreciated.
- RIP Randyll
- Shield abilities seem cool so far. Shield Paragon seems like it might wind up becoming a "must have" for Board fighters.
- Flexible Feats are cool, and will become even cooler as more Fighter feats are released.

Cleric:

- Soothing Words power from the Family domain seems like it will be awesome to combine with a Psychic caster if/when they return to the game, assuming they still have the "Emotion effects block Emotion components" drawback.
- Enduring Might is hilarious to me. "Look at my muscles, they're so big they make me bulletproof resistant.
- Money Talks is making me wonder when (other than Material Components) it might come up. Not saying it doesn't seem useful, just... interesting encounter ideas.

Rogue:

- Good Will Saves, Praise be to the Gods. PF1e's Rogue only being good at Reflex sucked when I played one in Crimson Throne, that save stopped being useful just before I got Evasion.
- Action Economy, Poison, and Trap Stuff: Neat
- Sense the Unseen is awesome. And please correct me if I'm wrong, but it seems it's the only thing that can counter Hidden Paragon. Hidden Paragon seems like the Improved Uncanny Dodge of Invisibility, only other Rogues (or others with similar ability *coughBarbariancough*) can stop you.
- Cloud Step is amazeballs. The other high-level stuff is cool too.

Paladins:

- Finally, some mechanics
- The default Sacred Bond Righteous Ally (Weapon) seems kinda... situational. Disrupting, if it's like in PF1e, will be completely useless to those who don't favor Bludgeoning weapons, while Ghost Touch only matters if you fight incorporeals. But then new!Smite is locked behind it. Hopefully you can get enhancing Feats for it quickly so it doesn't spend too long as a point of embarrassment if you're a sword-wielding Paladin fighting anything other than ghosts.
- Aura of Faith provides yet another reason to oppose the idea of Weakness capping out at original damage, given that weakness seems to be one of the cornerstones of this ability (kinda like splash damage as shown so far.) Other Auras seem interesting, especially the Justice/Vengeance combo with the right party.

Gauntlet:

- Still disappointed it's not the Infinity Gauntlet, though I know the reasoning.
- That Strength-boosting feature is cool, and will be downright fascinating if it's not a unique feature. The drawback though... kinda stings if you lose the contest. And you can't even use the thing as loot.

Familiars:

- Not quite sure, do you have to use a canon animal from the shortlist for Familiar, or can you just pick any creature of appropriate size and it gets adjusted to appropriate power? My CaptainSparklez fan-character and his Slime familiar need to know.
- 4 HP per level seems kinda low, but then it's not like Familiars should be on the front line. And hopefully any future Mauler translation will provide more HP for your pet.
- Does the Familiar also use your char level for Attacking if it does need to attack for whatever reason?

Liberty's Edge

Lots of info. Thanks to all who contributed

Fighter sounds good though complicated in all its specificities. Not a beginner's class I think

I love the Rogue's stuff

I will regret PF1 1st level Smite Evil. I will definitely need to try the new Paladin chassis to see how it fits

Still feels strange that the master of armor can get an ally spirit in everything but armor

Finally I too got an eidolon feel from the description of the familiar

Liberty's Edge

Shinigami02 wrote:


- The default Sacred Bond Righteous Ally (Weapon) seems kinda... situational. Disrupting, if it's like in PF1e, will be completely useless to those who don't favor Bludgeoning weapons, while Ghost Touch only matters if you fight incorporeals.

Those are definitively examples, not the whole list. I think mention has been made of flaming as another possibility (though I could be misremembering that part...either way it's definitely not just those two).


The open and press attack actions make me worry for the viability of shield use, since they already need to use an extra action to ready their shield.


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So Fighters are Brawlers now? Nice. I'm excited to try out some of the new stuff they can do.

I'm also excited about the Rogue options. Sounds like Unchained Rogue, but with even more cool and powerful stuff stacked on top at high level.

Shinigami02 wrote:
Not quite sure, do you have to use a canon animal from the shortlist for Familiar, or can you just pick any creature of appropriate size and it gets adjusted to appropriate power?

I'm also curious about this. The blog implies that characters have free choice of animal, but it's not directly stated.


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I am disappointed that gnomes are the only ones that can get familiars for any class.


I noticed the Brawler aspect for Fighters as well. It does make them more versatile, I'll say that.

What I find interesting is what wasn't talked about: Counterspell.

I mean, let's take a look at the Familiar for a moment. There are several Class Feats that can be taken to enhance the Familiar further so it has abilities that are quite handy. So then... are we going to see something similar with Counterspell? Is it going to stop being a Situational Wonder and instead be something that with a couple bonus Feats can be used for any spell slot instead? Hell, it might be interesting if the final Unlock for Counterspell is using a spell slot of LOWER level to block the spell - sort of like what I commented on with a level 3 Fireball used against a level 9 Fireball and reducing the damage... well, maybe a level 8 spell could be used to block a level 9 spell if the Wizard fully unlocked the Counterspell Feat Chain.

Though one thing does worry me: it seems hinted at that the only reason why we got the blog entries today is because of donations? So we're paying for information? (Hopefully for charity. But even so...)


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I...I want to play a fighter.

Send help.

Liberty's Edge

kaid wrote:
Shield paragon fixes a lot of issues some people seemed to have with the new shield mechanics. If you are a shield fighting style focused person it seems pretty easy to utilize the shield without eating too many actions.

Only if it's independent of class. If it's fighter only, then no, it doesn't.


Well, I liked ALMOST everything here: It was all good until I saw bulk... :P


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Tangent101 wrote:
Though one thing does worry me: it seems hinted at that the only reason why we got the blog entries today is because of donations? So we're paying for information? (Hopefully for charity. But even so...)

Donating to a charity to get extra details early. There's a kid with a bed to sleep on as a result of me wanting Rogue and Fighter details now, and I'm okay with that. X)


Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?


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QuidEst wrote:
Tangent101 wrote:
Though one thing does worry me: it seems hinted at that the only reason why we got the blog entries today is because of donations? So we're paying for information? (Hopefully for charity. But even so...)
Donating to a charity to get extra details early. There's a kid with a bed to sleep on as a result of me wanting Rogue and Fighter details now, and I'm okay with that. X)

Details

Liberty's Edge

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Bardarok wrote:
Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?

PF2 uses a silver based economy, with 1 SP about on par with a GP in PF1. So that's 240,000 gp in PF1 terms.


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Bardarok wrote:
Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?

Silver-based economy. In PF1 terms, it’s closer to 240k. “Ten thousand gold pieces!” is being given a little more heft to it.


Deadmanwalking wrote:
Bardarok wrote:
Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?
PF2 uses a silver based economy, with 1 SP about on par with a GP in PF1. So that's 240,000 gp in PF1 terms.

Oh cool, I missed that piece of info.


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Yessss. Very happy with virtually all of this. :) Glad to have contributed and thank you to everyone else who did too, especially whoever that awesome $1000+ donor was!

Fighter: I am extremely pleased to see them finally get a niche of their own, and to crib some stuff from the book of fightan weebaoo magick, which I loved. Stances and combos are great! Though this also seems like a Monk baliwick, so it will be interesting to see if stances and combos are cross-class feats...

The shield style seems great. And I'm also glad to see Flexibility put in an appearance. I like that a lot of abilities like this - including the paladin's righteous ally - seem to be "pick at the start of the day, lasts all day" instead of only being a short duration. Good stuff!

Cleric: Probably the weakest part of the blog, and I was hoping to see some actual class abilities rather than solely domain examples, but still decent. Some of the abilities seem a little weak - Forced Quiet isn't actually silence and they can still talk / cast spells, while Acquisitive's Fortune could stand to trigger on any failure instead of only a critical failure. All of the upper-tier domain abilities look good though. Safeguard Secret is great. When I first read Money Talks I thought it was just a creation power that transmuted money into an item, but now I see it replaces a cost - I imagine this will primarily be used to substitute for the material components of rituals or the "summon bribes" of various outsiders, which could be quite handy.

Rogue: Really liking the abilities here. I like that they get a number of feats to "combine actions" into one action. Rogues now get Evasion for Will saves, if I am understanding the higher proficiency saves correct. I also quite like the higher level skill feat options, especially Cloud Step, Trickster's Ace and Hidden Paragon. Glad to see that high proficiency skills will be awesome!

Paladin: I'm curious how the actual Smite Evil ability works given that Blade of Justice has taken its PF1 role. Retributitive Strike is a great defender ability, basically drawing aggro without actually using an artificial "aggro mechanic" like an MMO. As I mentioned above, I'm happy that abilities like Righteous Ally will be all day. I like the auras and other abilities to help coordinate a party.

Gauntlet: You could stand to condense some of those tags into a single line with commas to reduce the space this takes in print. This confirms that stat increasing items are in the game, so we now know what our third required "Big Three" item is after weapons and armor...

Familiars: I'm glad familiars are more useful now and that they can talk at first level! Even if talking takes up an ability slot, sad face... :( I think they could stand to get bonus HP at 1st level with the +4 HP/level being on top of that. Otherwise everything about them looks great so far. I'm hoping there are still Improved Familiar options to get things like Quasidragons or Imps, and I'm looking forward to feats to help improve the little guys.

Overall, great blog! Thank you. :)


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Well, let's be honest. Gauntlets of Ogre Power are a staple of the game - at least before 3rd edition. These Gauntlets add +2 Strength so it's not a huge difference and it seems they have a story behind them so they're closer to being minor relics than a generic magic item.

Dark Archive

Deadmanwalking wrote:
Bardarok wrote:
Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?
PF2 uses a silver based economy, with 1 SP about on par with a GP in PF1. So that's 240,000 gp in PF1 terms.

Where did you hear that? It make a lot of sense with 15gp starting gold would have been about 150gp in PF1


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I'm wondering now more than ever whether the class feats such as those presented for the fighter are [Fighter] feats or are they [Shield]/[<Weapon Class>] feats, tied to said proficiency, that fighters can use their class feats on. I'd certainly like to be able to take martial oriented feats on a Paladin. Otherwise I imagine there will be duplication between classes to achieve similar effects, albeit with slightly different flavour text.


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the more I read, the more I think „I‘m too old for a new edition“

Exo-Guardians

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Fighters getting the ability to go full MMO on someone and not be punished for it. I'm game.

Paladins also look more and more like the brutal punish style class, to borrow a fighting game term, and they still get to smite in one form or another, nice.


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Tangent101 wrote:
Though one thing does worry me: it seems hinted at that the only reason why we got the blog entries today is because of donations? So we're paying for information? (Hopefully for charity. But even so...)

Well, no.

Other people made donations to charity.

You, however get FREE information that you didn't have to pay anything for.

So little kids get shoes and food and real beds instead of a mattress on the floor, and you get information.

All because generous people made donations on your behalf and unlocked more information. You WIN!!


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brad2411 wrote:
Deadmanwalking wrote:
Bardarok wrote:
Is it just me or does 24,000 gp seem rather cheap for the Gauntlet? Can we assume a less exponential WBL for PF2?
PF2 uses a silver based economy, with 1 SP about on par with a GP in PF1. So that's 240,000 gp in PF1 terms.
Where did you hear that? It make a lot of sense with 15gp starting gold would have been about 150gp in PF1

Podcast interview, I believe.


The Fighter Open and Press feats remind me of Drop Dead Studios' Prodigy from Champions of the Spheres, sans magic of course, which I like. Combos are a thing that haven't really been codified in the rules after all, though some feats and abilities function in similar ways (like Cornugon Smash and Shatter Defenses or Hurtful). I'm reeeeeeally looking forward to the preview pages!


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Leedwashere wrote:
But man, now that they're optional and (like seems to be a glorious refrain in PF2) customizable I could totally see myself picking up a little talking owl like Archimedes.

Get a dog instead. Name them Barkimedes.

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