Sending Your Heroes to the Mirrored Moon

Monday, September 24, 2018

The Pathfinder Playtest is roaring along as we move our focus to Part 4, The Mirrored Moon. This adventure sees the return of your characters from Part 1. In the years that have passed, these heroes have grown to be powerful adventurers in their own right, but the mystery that started all those years ago in Keleri's basement has yet to be solved. In Part 4, you'll rejoin them as they continue the quest in Thicketfell, in the faraway River Kingdoms.

Once you have completed your playthrough of Part 4, please remember to take the following surveys. Your data is critical in helping us make the second edition of Pathfinder be the best game it can be!

Player Survey | Game Master Survey | Open Survey

As a reminder, if you have not completed Parts 1, 2, or 3, you still have plenty of time to finish your sessions and get us your survey feedback. The more data we get, the more certain we are of how various parts of the game are performing. I should also note that as we get further into the playtest, some of the goals of each part of the adventure become a bit more extreme. You might play sessions that seem out of balance or somewhat harder than you're used to as we push the system to its limits and beyond. We've endeavored to make sure each part of Doomsday Dawn provides a fun and engaging adventure, but the goals of the test come first. We want to thank all of you for your patience and understanding as we delve deeper and deeper into the system.

All of the Changes in Update 1.3

Today also marks the release of Update 1.3, which promises to deliver a number of substantive changes to your game. Before I launch into the details, why don't you go grab a copy?

So, first and foremost is a revision to the Proficiency and DCs of the game. As of today, if you're untrained in something, your bonus is now equal to your level -4! This change was made to ensure that characters who haven't specialized in a given skill or ability aren't directly competing with those who have made the choice to invest in it. We've also made significant alterations to Table 10-2, Skill DCs by Level and Difficulty. In most cases, we lowered the DC by a point or two (but sometimes by 4 or more at higher levels). We made this change so that players who focus their character choices around a task have a better chance of success and so that this chance of success grows as you do. As a result, we have included errata for all 7 parts of Doomsday Dawn, updating all of the skill DCs across the adventure to reflect this change.

Death and dying receives another revision in this update. After looking at playtest data, we saw a significant change in dying rates and play style due to the way that characters came back from being unconscious. As of this update, we have removed the slowed condition that applied to characters after they were revived, and we've replaced it with a new condition: the wounded condition. This condition doesn't penalize your checks or DCs, but if you fall unconscious again, your dying condition is increased by your wounded condition. This means that while you're not penalized directly for getting up and charging back into the fray, your chance of dying increases the more times you're knocked out in a fight.

To go along with this change, we've also added a new way to use the Medicine skill, allowing you to spend 10 minutes to bandage the wounds of up to six creatures (one of which can be you). Depending on the check, this allows you to heal a significant amount of damage to everyone under your care! The best part is, you don't have to be a cleric to use this ability and it doesn't rely on your magic resources, so you can save those for combat. We made this change so that out-of-combat healing was a bit easier to manage, which allows you to heal up between fights and rely a bit less on the classes that have access to magical healing.

Finally, there are a lot of smaller changes in this update, including revisions to a number of classes, most notably the ranger and the rogue, both of which got some much-needed versatility added to their builds. But there's one other gigantic addition I want to talk about.

Multiclass Archetypes Update

Today we're releasing playtest material for all 12 of the multiclass archetypes, along with some revisions to the existing multiclass archetypes found in the Pathfinder Playtest Rulebook. These additions expand your range of tools when building new characters. With these changes, you can now play a bard that dabbles in the strange mysteries of the monk, or a barbarian with a sorcerous lineage!

We put all of these archetypes in their own document for ease of reference.

The Future of Resonance

Since the start of the playtest, we have heard a lot of feedback on the resonance system and we have been working hard to come up with a way to make it a better part of the game. Currently, we're looking at ways to use the resonance system just for tracking the items you wear, purely as a replacement for the slot system from Pathfinder First Edition. At the same time, we're looking to add a system that allows you to focus on the magic that your character can utilize to give it a boost in power when you need to, but otherwise allowing you to use it in a simpler way in an emergency. It's a little early to go into too many details, but I will say this: under this new system, you'll always be healed when you drink a healing potion.

While our current plan for the system is still coming together, we know that a change of this size is going to be challenging for us to fully implement before the end of the playtest. But, we do have a way to ensure that you can give it a try before we're done. In the coming weeks we're going to release a special version of the Pathfinder Society Playtest Scenario Raiders of the Shrieking Peak. This adventure is played using pregenerated characters, which allows us to create a conversion to the new system without having to convert the entire game all at once. When this scenario becomes available, we'll be asking everyone to give it a try, and we'll generate a specific survey looking at the new systems to get your feedback.

Well, that's about all for this week! Let us know what you think about these changes in the comments down below. And as always, we thank each and every one of you for participating in the playtest!

Jason Bulmahn
Director of Game Design

Join the Pathfinder Playtest designers every Friday throughout the playtest on our Twitch Channel to hear all about the process and chat directly with the team.

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Scarab Sages

Deadmanwalking wrote:
Ramanujan wrote:
For the Druid Archetype there should be dedication feats to gain their order abilities — like there is for the Barbarian Totems. Let me get Wildshape! (And also change it to function long enough to be useful outside combat, even if only for non-combat forms)
Uh...Wild Shape is a level 1 Druid Feat. It is thus readily available. You even get an Order and thus the extra uses per day (though what spell you can use it for will lag sharply behind).

You can take Wild Shape only using Basic Wilding.

It is written that the order only gives you skills and anathema:
Quote:
Choose an order as you would if you were a druid. You become bound by that order’s anathema and count as a member of the order. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.

So you do not get extra uses per day either. Am I right?

Liberty's Edge

Noxobar wrote:
You can take Wild Shape only using Basic Wilding.

This is true, and I never said otherwise. I makes Wild Shape an investment, but a separate one from getting Spells for the most part.

Noxobar wrote:
It is written that the order only gives you skills and anathema:

Nope! Let me emphasize what else it gives you:

Quote:
Choose an order as you would if you were a druid. You become bound by that order’s anathema and count as a member of the order. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.

Counting as a member of an Order is precisely what gives you the benefits of that Order on Feats. So you get said bonus (which, on Wild Shape, is extra Wild Shape uses).

Noxobar wrote:
So you do not get extra uses per day either. Am I right?

No, you get the extra uses, in fact Mark Seifter backed me up as correct on this point here. The wording is admittedly unclear and should probably be clarified, but you get 'em.

Scarab Sages

Deadmanwalking wrote:


Counting as a member of an Order is precisely what gives you the benefits of that Order on Feats. So you get said bonus (which, on Wild Shape, is extra Wild Shape uses).

Oh, yes, you are right. I missed that it is the Wild Shape that gives you the extra uses, not the order. Thanks for clarification.


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Doktor Weasel wrote:
First it attacked the monk. Crit. Second attack, crit monk is now dying. Third action swallow whole. The second round it did the same thing, except this time to me (alchemist) same results crit, crit, dying, swallow. We only survived by using hero points to stop the dying condition and because the other PCs were able to do enough damage to kill it on that second round. The ranger rolling two natural 20s in a row in the first round was helpful. If there was a third round, it probably would have been the same thing but for another player. We had 5 pcs, which probably also helped.

Wait, doesn't swallow whole require that the target is grabbed first? The Sea Serpent only has normal grab, not improved grab, meaning that it has to spend a second action immediately after a successful attack in order to initiate the grab (though that action is an automatic success). So it shouldn't be able to attack twice and then swallow whole in a single turn unless the target was grabbed on a previous turn (which also means it shouldn't be able to do this two rounds in a row).

It sounds like your GM may have just assumed that Grab worked like in PF1 without carefully reading the new rules. It's really easy to miss and I know that I didn't realize how grab worked until I carefully went through all the monster abilities while making my GM Sheet and realized that the benefit of Improved Grab was to lower it from an extra action to a free action.


Charon Onozuka wrote:
Doktor Weasel wrote:
First it attacked the monk. Crit. Second attack, crit monk is now dying. Third action swallow whole. The second round it did the same thing, except this time to me (alchemist) same results crit, crit, dying, swallow. We only survived by using hero points to stop the dying condition and because the other PCs were able to do enough damage to kill it on that second round. The ranger rolling two natural 20s in a row in the first round was helpful. If there was a third round, it probably would have been the same thing but for another player. We had 5 pcs, which probably also helped.

Wait, doesn't swallow whole require that the target is grabbed first? The Sea Serpent only has normal grab, not improved grab, meaning that it has to spend a second action immediately after a successful attack in order to initiate the grab (though that action is an automatic success). So it shouldn't be able to attack twice and then swallow whole in a single turn unless the target was grabbed on a previous turn (which also means it shouldn't be able to do this two rounds in a row).

It sounds like your GM may have just assumed that Grab worked like in PF1 without carefully reading the new rules. It's really easy to miss and I know that I didn't realize how grab worked until I carefully went through all the monster abilities while making my GM Sheet and realized that the benefit of Improved Grab was to lower it from an extra action to a free action.

Hrm. Yeah we missed that, thanks for catching it. It is really counter-intuitive. You'd think a grab attack would be considered grabbed. Reading the Grab action in the ability glossary, it's still really unclear. The interpretation at the time was the action was about the extending the hold, and rereading it still makes that sound like that is the case. It required a reading of Improved Grab to get the idea that it must be an action for the actual grab itself because improved grab doesn't have it, but still has the action for extended duration. This does make the grab and knockdown attacks a bit less nasty than we thought. But they're still pretty rough. And they really need to be more clear about it. If it takes reading a separate ability to understand the first one, than it's not clear enough. This needs to be reworked for clarity.

In this case I don't think it would have changed too much. It could have just attacked twice and than solidified the grab, swallowed on the next turn and then done two attacks on the second person and made them unconscious without grabbing. We'd still have too unconscious characters, although only one swallowed. Or it could have done one attack, grab action, then swallow whole action each round to swallow both but we wouldn't' have been unconscious. It also doesn't change the power of Spine Rake and a long-range attack combined with a 90 swim speed.

The other fight I mentioned would be slightly different with my alchemist getting grabbed, but it would have taken an action to secure the hold before flying away, giving it one action's worth of movement less. And then again after the first escape. So the range wouldn't have been quite as dire, but still pretty bad.

The rule reading to make a tool does help you catch a lot of little details that a normal reading would miss. We caught some similarly unclear bits when creating a web-site to help work out and look up treasure pricing. That required a really close rereading of various item rules multiple times to get things right. It does seem that several of my group's problems in the playtest have been due to misinterpreted rules, so the clarity really does need some work (and/or our reading comprehension).


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I think the problem is that while the ability section shows Grab with an Action Icon, the monster statblock only says "plus grab" under the damage of an attack, which makes it seem like something that is applied automatically with damage on a successful attack.

I'd say Grab should probably be listed as a separate monster action in the statblock for clarity, with a note saying what attacks it is associated with and can be used after.


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Pathfinder Adventure Path Subscriber

FYI, this is also the same for knockdown attacks. that requires an action as well.


2 people marked this as a favorite.
Doktor Weasel wrote:
Hrm. Yeah we missed that, thanks for catching it. It is really counter-intuitive. You'd think a grab attack would be considered grabbed. Reading the Grab action in the ability glossary, it's still really unclear. The interpretation at the time was the action was about the extending the hold, and rereading it still makes that sound like that is the case. It required a reading of Improved Grab to get the idea that it must be an action for the actual grab itself because improved grab doesn't have it, but still has the...

I'm about to run this session so I'm glad this came up! I was under the same impression.

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