A First Look at Pathfinder Second Edition

Monday, June 24, 2019

The Second Edition of the Pathfinder Roleplaying Game is set to launch on August 1st, and in anticipation, we thought it was time to take a look at the game and give you a sense of what you can expect from the new version of the rules! Starting with this blog and continuing every week until release, we are going to be looking at different aspects of the game, from a broad overview to some of the finer details of character generation and adventure design. Taken together, these blogs should give you a head-start on learning the game and bringing it to your table!

Illustration by Setiawan Lie

What is Pathfinder all about?

At its heart, Pathfinder Second Edition is the same type of game as first edition. You take on the role of a sword & sorcery adventurer of your own design, going on daring adventures for a chance at fame and fortune. One player takes on the role of Game Master, helping to adjudicate the actions of player characters, nonplayer characters, and monsters, weaving all of them together to form a compelling story—one that everyone at the table helped to create!

Of course, as a game, Pathfinder is a lot more than just telling stories. It is a system of rules that defines how the world works, and for Second Edition we wanted to make sure that this game “engine” was easy to understand and interpret, both for players and Game Masters! And while we made sure that creating and advancing your character was a clean and intuitive as it could be, we also ensured that the game allowed your choices—your vision for your character—to truly matter. The decisions you make in Pathfinder define your character, expressed not just in the story but in the rules as well.

Core Mechanic

Pathfinder is a narrative roleplaying game, meaning that you describe what your character is attempting to do while the Game Master describes how the story and world unfolds around you. Whenever there is doubt or uncertainty in actions, you will be called upon to make a check, which requires you to roll a d20 and add a modifier based on your character’s proficiency at that particular challenge. These checks come in many forms, from swinging a sword to climbing a cliff to dodging a roaring fireball. The result of your check, as interpreted by the GM, determines whether or not you succeed at your task, and might even decide whether or not your character survives!

In Pathfinder Second Edition, proficiency determines nearly every important statistic used by your character during play. How skilled are you with a longbow? How good are you at Stealth? What is your aptitude for casting illusion magic? All of these statistics, and many more, are defined by your proficiency in the statistic.

Proficiency is gained through the choices you make in building your character. If you are untrained, you get no bonus at all, but you can still add a modifier from a relevant ability score to represent your raw talent. If you are trained, you add your level plus 2, along with any other relevant modifiers. If you are an expert, you add 4 instead. Masters add 6, and characters with legendary proficiency add 8. This basic formula applies to nearly everything in Pathfinder Second Edition, making it easy for you to see where you stand and understand what your chances are at overcoming the challenges the game puts in front of you.

Facing Danger

The world of Pathfinder is a dangerous place. Vampires lurk in forgotten tombs, trolls prowl in the mountains, and deadly dragons await atop mounds of priceless treasure. These threats—and many more—await your character as they explore the story, and more often than not, such encounters will end with a thrilling combat.

Combat in Pathfinder is much more structured than the freeform narrative play of the rest of the game. During combat, participants take turns, during which the number of things that can be accomplished is limited. On your turn, your character will get to take three actions. Many of these will be what are called basic actions, like moving, drawing a weapon, opening a door, or making an attack. Some might be special actions that only your character can take, based on the choices you made during character creation. Casting spells, performing amazing martial stunts, or utilizing special class features like rage are all examples of special actions.

Just because your turn is over does not mean that you do not have an opportunity to participate in the combat. Some characters can take special reactions that allow them to interrupt the flow of play on other characters’ turns. You might dodge an incoming attack, block with your shield, or even attempt to counter an enemy’s spell. Each character can only take one reaction between turns though, so you have to make it count!

Combat continues until one side is defeated, gives up, or retreats, but these deadly encounters are just one way that you might resolve conflict. You might use skills or magic to sneak past foes, or you could try to talk your way out of a fight, relying on guile and charm to win the day. Ultimately, the way you approach danger in Pathfinder is up to you, and your chance at success depends on the choices you make for your character!

Illustration by Michele Esposito

Illustration by Alexander Nanitchkov

Illustration by Andrea Tentori Montalto

Creating Your Story

Pathfinder Second Edition empowers you to tell your own story, no matter what side of the table you occupy. Players have a wide variety of choices in making their character, giving them the tools to bring their idea to life. Your choice of ancestry, background, and class define the major parts of your character, but they are just the beginning. Your choice of skills, feats, and gear say a lot about the player character you are portraying and as you gain power, the new choices you get to make speak to your hero’s journey. You can come up with a plan for your character’s growth, or you can let their adventures influence your decisions. It’s up to you!

Taking on the role of Game Master brings a whole different kind of flexibility to your role at the table. As GM, you get to shape the overall narrative, defining the actions of villains, monsters, and all of the nonplayer characters that make up the world. You provide the adversaries that the PCs must face if they hope to succeed, and your narrative forms the backdrop that allows the characters to grow and triumph. Pathfinder provides a wide range of tools to help you in this vital task, from guidelines on how to build balanced encounters to narrative advice, and guidance on how to create a welcoming play environment. Within the pages of the Core Rulebook you will also find a wealth of treasure to award to your PCs when they succeed and a bunch of devious traps to guard the treasure. Most importantly, the Bestiary contains over 400 monsters waiting to face off against your PCs, from shambling undead to fiendish demons.

Illustration by Will O'Brien

What's Next

In the coming weeks, we are going to be looking at various aspects of Pathfinder Second Edition to give you a better idea about how each part of the game works. Next week, we are going to go over the steps you take when making and leveling up a character, but make sure to come back every week as we take a deep look at the new combat system, explore creating your own adventures, and provide a bunch of tips and tricks for using Pathfinder to tell your stories!

Jason Bulmahn
Director of Game Design

More Paizo Blog.
Tags: Pathfinder Second Edition
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So it begins...

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Ninjahuzzah!


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Shouldn't this blog be in the Pathfinder Second Edition forum?


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Kobolds are confusing, they are as cuddly and cute as they are menacing and feral.


1 person marked this as a favorite.

A little more sparse than I would have liked. However, I'm glad they have started and know the ball will get rolling.


oh yes i really want a occult race peharps a kind of Mind Flayer specialised in telepathic power. Perhaps wizard of the coast can join pathfinder to make her product made of this second edition and Illithid becoming a player race.


5 people marked this as a favorite.

PF2 has a weird set up where everything has been interesting and promising, making me more interested than I thought I could be about a D20 system again, EXCEPT the official web releases.

It is like the staff have been walking around with choice slices of sashimi and wonderful morsels of flavor, but so far the only thing to take home in a package are 7-11 California rolls.

The meal is coming though.... Sooner than I'll even realize once it is here.


7 people marked this as a favorite.

this post is what I was afraid of: any previews being pitched to the (much broader) audience of folks who didn't follow the playtest. Might have to resign myself to not learning anything new until August 1st

I mean, it makes sense. I certainly understand how that might be the right decision from the big-picture marketing perspective. But still! Something for those of us who have followed closely would be nice


2 people marked this as a favorite.
demiurge108 wrote:
oh yes i really want a occult race peharps a kind of Mind Flayer specialised in telepathic power. Perhaps wizard of the coast can join pathfinder to make her product made of this second edition and Illithid becoming a player race.

I don't think WOTC will ever let Paizo touch their special monsters. That said Munavri already fit this and aren't evil.


4 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Biztak wrote:
Kobolds are confusing, they are as cuddly and cute as they are menacing and feral.

The kobolds here are less gobliny than the ones in some of the other art. Still not sure I'm a huge fan of the redesign though.


7 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I really like how you folks (Piazo) are stressing storytelling, and being able to tell the same sort of stories as you did in PF1.

The abilities gained during character creation feel organic and stresses that the PCs are unique and interesting characters, not just sheets of paper filled with abilities.


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Pathfinder Rulebook Subscriber

Odd, Date at top says Thursday, June 24th 2019 ...


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So what do we think the three characters shown are my guesses are.

× A cleric or liberator of Calistra
× A druid or sorcerer or some other manner of other spellcaster (lots of classes can cover that paticular character concept)
× Monk

Liberty's Edge

I would hope that a future blog will address those players who may be reluctant to try the new edition. I have at least one or two in my local PFS group.


1 person marked this as a favorite.
Biztak wrote:
Kobolds are confusing, they are as cuddly and cute as they are menacing and feral.

No kobolds here, just halfling lizard folk.

Kobolds are properly little rat-dog terrors.

Silver Crusade

3 people marked this as a favorite.

I was hoping for a lot more details, and while I might appreciate them down the line, the number of monsters in the Bestiary is not super exciting after we have already seen quite a number of stat blocks with the relevant art.

It is pretty certain that I will read the books from cover to cover when they are released, but I am not sure who is the target audience for this blog. People that have followed the playtest know all of those things and those that have stopped following, likely don't care until they can get the book or read some reviews.

That said I like the kobold redesign and the picture with the elf looks extremely promising.


That first image is great though; hope its nice and big in the CRB or Bestiary. I'm finally onboard with Seoni's cape

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Please tell me the level caps for the proficencies are lower than the playtest.

I have liked some of the things I have heard thus far for PF2, I just hope some of the points of contention have been tweaked or changes for the better. Non-Lethal damage, better understanding of what Hero Points are and how to earn/reward them, Resonance....

Here is hoping.


Huh. August 1st?
I thought it was scheduled after my birthday not before..

neat.


6 people marked this as a favorite.
thaX wrote:

Please tell me the level caps for the proficencies are lower than the playtest.

I have liked some of the things I have heard thus far for PF2, I just hope some of the points of contention have been tweaked or changes for the better. Non-Lethal damage, better understanding of what Hero Points are and how to earn/reward them, Resonance....

Here is hoping.

I can see from your post here that you stopped following Pathfinder 2nd edition news a long, long time ago. Resonance hasn't been a thing since... last year 2018 at least.

Most the things that didn't work out well were changed. Which was the purpose of the playtest.
Check the game out. It already sounds amazing.

Liberty's Edge

1 person marked this as a favorite.

I like it. Little light on the details, but they'll come, I'm sure.

thaX wrote:
Please tell me the level caps for the proficencies are lower than the playtest.

Well, for Skills, it's 1st for Trained and sounds like it's still 2nd or 3rd (depending on whether you're a Rogue) for Expert, 7th for Master, and 15th for Legend. But, of course, that's for Skills.

Other stuff varies quite a lot (all characters are Experts in at least one Save at 1st, and Fighters are Experts with weapons as well).

thaX wrote:

I have liked some of the things I have heard thus far for PF2, I just hope some of the points of contention have been tweaked or changes for the better. Non-Lethal damage, better understanding of what Hero Points are and how to earn/reward them, Resonance....

Here is hoping.

Resonance is gone entirely. Non-lethal damage, and how Hero Points are awarded we have no info on.


9 people marked this as a favorite.
Sebastian Hirsch wrote:
People that have followed the playtest know all of those things and those that have stopped following, likely don't care until they can get the book or read some reviews.

Well, I for one will be using these blog posts to share with my friends that didn't have the chance and/or effort to participate in the playtest or follow the updates closely. Through these blog posts, I can hype up my current PF1 table about the wonders of PF2, and also enlighten another table I lead, which thus far has only played 5E, but are itching for that extra oomph in character customization and dynamic combat.

Grand Lodge

15 people marked this as a favorite.

Whole lot of words to basically say nothing...anyone interested in PF2 knows what an RPG is...and this blog basically describes what an RPG is if you were describing it to someone who just landed on Earth and had never heard of RPGs before.


1 person marked this as a favorite.
Bruno Romero wrote:

Well, I for one will be using these blog posts to share with my friends that didn't have the chance and/or effort to participate in the playtest or follow the updates closely. Through these blog posts, I can hype up my current PF1 table about the wonders of PF2, and also enlighten another table I lead, which thus far has only played 5E, but are itching for that extra oomph in character customization and dynamic combat.

As a note for the hyping. Reddit (P2E reddit not the normal reddit) has had several book preview sort of things you could also look at.

Those have been more my hype train


8 people marked this as a favorite.

I liked it. Good introduction to the game for newcomers. It would be nice to see Pathfinder 2 as a means to get new players to try the game, and I totally understand why Paizo would kick off the preview series with something aimed to the general crowd.


3 people marked this as a favorite.
Deadmanwalking wrote:
Resonance is gone entirely. Non-lethal damage, and how Hero Points are awarded we have no info on.

Nonlethal actually came up in Oblivion Oath, and sounded the same as the playtest, to wit: "identical, unless it's the hit that puts you below 0".


4 people marked this as a favorite.
Deadmanwalking wrote:
I like it. Little light on the details, but they'll come, I'm sure.

Well... It's not bad I guess but it clearly seems to be focused on someone totally new to the game and I'm not sure how many of them find a blog on a game site before they know what it is: This seems like the sort of thing you'd use for an interview for another website, magazine, ect. I think anyone that actually found there way here already knew everything in it. Hopefully future blogs have more meat on their bones that the current forum user can sink their teeth into.


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Quote:
If you are untrained, you get no bonus at all, but you can still add a modifier from a relevant ability score to represent your raw talent. If you are trained, you add your level plus 2, along with any other relevant modifiers. If you are an expert, you add 4 instead. Masters add 6, and characters with legendary proficiency add 8.

OK, promising. Untrained doesn't give a negative, but you don't get to add your level - I think that works, on balance. And having Expert/Master/Legendary as 4/6/8 is much better than the playtest's 2/3/4. Glad they adopted that change.

My other issue with proficiency in the playtest was the way it seemed fixed (apart from skills) - there was no way to improve proficiency with weapons or armour, beyond waiting for the right level - and that was only in certain classes.

I'd like to think that my Rogue (say) could invest enough in weapon training to be as good with their knife as any Fighter; or that my Fighter could invest enough in armour training to be as proficient as any Paladin.

On the other hand, maybe Paizo deliberately wants to keep the distinctions between the classes: you want to be Legendary with weapons, play a fighter; you want to be Legendary with armour, play a paladin. I don't like that (too prescriptive for me), but I can see the rationale.

Dark Archive

1 person marked this as a favorite.
Slyme wrote:
Whole lot of words to basically say nothing...anyone interested in PF2 knows what an RPG is...and this blog basically describes what an RPG is if you were describing it to someone who just landed on Earth and had never heard of RPGs before.

I thought I was the only one who was thinking this lol.

Silver Crusade

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Plushie squad, ATTACK!!!

Silver Crusade

1 person marked this as a favorite.
Wandering Wastrel wrote:
; you want to be Legendary with armour, play a paladin. I don't like that (too prescriptive for me), but I can see the rationale.

I really really despised that, and hope it got loosened. Feels completely out of left field to me.

Liberty's Edge

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Wandering Wastrel wrote:
My other issue with proficiency in the playtest was the way it seemed fixed (apart from skills) - there was no way to improve proficiency with weapons or armour, beyond waiting for the right level - and that was only in certain classes.

It's still Class based, but it's been 'loosened up' a little inasmuch as more Classes get more Proficiency bumps at lower levels to make up for items not granting as large a bonus any more. Even Wizards eventually hit Expert in their weapons in the final game, and Fighters get Expert in all three Saves by 3rd level (they start with Fort and Ref, and get Will, plus some anti-fear stuff, from a Bravery feature at 3rd).

Similar things are shown throughout those examples of character progression we've seen, and I'd be shocked if Rogues don't hit Master in weapons and Expert in light armor, as well as Expert in Fortitude, Legendary in Reflex, and Master in Will (just as one unconfirmed example).

Wandering Wastrel wrote:
I'd like to think that my Rogue (say) could invest enough in weapon training to be as good with their knife as any Fighter; or that my Fighter could invest enough in armour training to be as proficient as any Paladin.

This you cannot do. What you have to bear in mind is that different Proficiency progressions like this are the equivalent of different BABs or Save Progressions in PF1. Just throwing Full BAB on a Class not designed for it (or, more accurately, designed to have bonuses to compensate for not having it) results in those Classes that have it built in being super devalued, and is generally not a good thing.

The same is true in PF2. Rogues are designed with huge advantages over Fighters that the Fighter compensates for by having his own huge advantages over Rogues...one of the most important of which is higher Proficiency in weapons.

Wandering Wastrel wrote:
On the other hand, maybe Paizo deliberately wants to keep the distinctions between the classes: you want to be Legendary with weapons, play a fighter; you want to be Legendary with armour, play a paladin. I don't like that (too prescriptive for me), but I can see the rationale.

This is definitely part of it, but not the most important part. The important part is that allowing anyone who wanted to get Legendary in weapons to get it would result in literally everyone who uses a weapon having it (or being vastly and flatly mechanically inferior to those who do have it). It'd be like saying, in PF1, 'Oh, anyone who wants can have Full BAB'. Suddenly everyone would have it and the game would become more boring. Classes would certainly also become more homogeneous, but that's almost secondary to it becoming a Feat Tax everyone had to pay or be left miles behind and nobody ever playing a Fighter again (since being the best at fighting is their whole schtick).


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@DMW - that's a reasonable counterpoint, although I do think that if done properly it would avoid being a 'feat tax' and would be more of a character choice, i.e. "do I as a Rogue spend valuable feats becoming better with my dagger or do I focus on doing Rogue stuff better."

In my view, having that as an option makes the game better (but I do realise this is subjective).

Liberty's Edge

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Wandering Wastrel wrote:

@DMW - that's a reasonable counterpoint, although I do think that if done properly it would avoid being a 'feat tax' and would be more of a character choice, i.e. "do I as a Rogue spend valuable feats becoming better with my dagger or do I focus on doing Rogue stuff better."

In my view, having that as an option makes the game better (but I do realise this is subjective).

This is true with smaller bonuses or in games that are less combat focused. But so much of Pathfinder is combat-related, and the +2 from a Proficiency boost is so huge in PF2 (especially given how crits work) that it becomes a must-have.

To be clear, a +2 adds more than 1/3 again in DPR vs. many on level foes, from 100% to something like 138% damage vs. a foe you need an 11 on the die to hit (the bonus is smaller as regards to some foes...but remains very significant in pretty much all cases).


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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

<Attack> Proficiency is a top tier feature in PF2, I think they will avoid it being a class feat and instead be a class feature mostly. Multiclass feats will probably get you limited slower access to it, but through specific feats instead. The design intention seems to be feats give you options in combat, not increasing numeric bonuses. This is good as it means a GM could if they wished, hand out a feat as a reward and the game won't break through escalation of numbers.

Liberty's Edge

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HidaOWin wrote:
<Attack> Proficiency is a top tier feature in PF2, I think they will avoid it being a class feat and instead be a class feature mostly. Multiclass feats will probably get you limited slower access to it, but through specific feats instead. The design intention seems to be feats give you options in combat, not increasing numeric bonuses. This is good as it means a GM could if they wished, hand out a feat as a reward and the game won't break through escalation of numbers.

Multiclass Feats seem to cap at Expert, actually. What they do is let you hit Expert in things your Class might not provide (ie: I doubt rogues get Expert in Heavy Armor, but you can do so by getting the right Champion Multiclass Feat)


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Wandering Wastrel wrote:

@DMW - that's a reasonable counterpoint, although I do think that if done properly it would avoid being a 'feat tax' and would be more of a character choice, i.e. "do I as a Rogue spend valuable feats becoming better with my dagger or do I focus on doing Rogue stuff better."

In my view, having that as an option makes the game better (but I do realise this is subjective).

I think that's an interesting approach, but it would lead to the game not being Class-based, but Feat-based. I can see someone making an adaption of this system to have maybe 3 or 4 class-frames, and making the whole proficiency system based on a few Feat-trees. But would that still be Pathfinder?

Regarding the Blog Post: for us forum reading fans, watching the twitch games and other things (Glass Canon, Know direction), this blog was rather thin and light.
It wasn't much of a "First look at Pathfinder Second Edition", aside from the detail about the Proficiency system (that many on here knew rather well as of now), and the three action system (again, pretty common knowledge at this point).

I think the next previews will be more interesting for us.


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It makes sense, if you got Master through multiclassing easily you'd likely have nearly the same attack as a Fighter as a Wizard with the Fighter Multiclass for the majority of the campaign.


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Wandering Wastrel wrote:

@DMW - that's a reasonable counterpoint, although I do think that if done properly it would avoid being a 'feat tax' and would be more of a character choice, i.e. "do I as a Rogue spend valuable feats becoming better with my dagger or do I focus on doing Rogue stuff better."

In my view, having that as an option makes the game better (but I do realise this is subjective).

I dont think anyones suggested it yet, but the concept your looking for works if you actually start as Fighter and then multiclass into Rogue. You'll end up with a Fighters proficencies, but youll also get bonus skills and access to Rogue feats. Its pretty easy with how stat gen works to start 14str/18dex even as a fighter and you can focus on either Free Hand dueling or Two Weapon Fighting styles for more Rogueish flavor


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I'm not sure why people get hung up on Champs being the "best" heavy armour users. The only difference between PF1 and 2 in this regard is that the answer to "who has the best AC" is obvious in PF2 as opposed to the less obvious chain of feats and archetypes that optimizers can pull to get the outfield answer of Summoner.

So long as you can opt to invest in heavy armour and it not be a terrible idea I don't have a problem. I mean if any one can get to expert then the most you'll be behind the "best" is 4 AC which is a damn sight smaller (even considering the relative weighting of the maths) than the differences achievable in pf1.

Liberty's Edge

The first preview for Pathfinder 1E simply told us what was in the book and shared a personal favorite from one of the creators. What a long time ago it seems from the marketing speak of today. But at least Jason is still around.

Pathfinder 1E Preview 1.

Silver Crusade

5 people marked this as a favorite.
Malk_Content wrote:
I'm not sure why people get hung up on Champs being the "best" heavy armour users.

Because it’s not their theme, no more than saying Clerics were the masters of Medium armor or Rogues were the masters of Light Armor.

It was proficiencies they had access to, but it wasn’t what the class was built or themed around.

How many class feats does the Champion have for heavy armor, when those could be spent on actual Champion thematic feats? What about those of us who don’t want to use Heavy Armor?

Aside from my Vindictive Bastard none of my Paladins in 3rd and Pathfinder wore Heavy Armor.

Silver Crusade

Charlie D. wrote:

The first preview for Pathfinder 1E simply told us what was in the book and shared a personal favorite from one of the creators. What a long time ago it seems from the marketing speak of today. But at least Jason is still around.

Pathfinder 1E Preview 1.

uh, it’s going over the races. Which the 2e blogs has kinda already done.


1 person marked this as a favorite.
Squiggit wrote:
Biztak wrote:
Kobolds are confusing, they are as cuddly and cute as they are menacing and feral.
The kobolds here are less gobliny than the ones in some of the other art. Still not sure I'm a huge fan of the redesign though.

Not a fan of the supposed redesign of the kobolds, either. Look too much like sharks/goblins.

Silver Crusade

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..!

SHARK GOBLIN PLUSHIES!!!


3 people marked this as a favorite.

I love Setiawan Lie (you mispelled his name guys!) - look at those friggin' kobolds! They're both cute and threatening! Also Seoni looks really heroic, and I love how Sajan's backfist sends the kobold flying. The giant shriezyx is damn scary, too!

I'm not a fan of the style used for the 3 characters below, but the tattooed Varisian fortune-teller looks like such a cool lady!

Good intro, I like the manifesto and guess it was kinda obligatory to start off light, here's hoping we'll get something more juicy in the following weeks!


1 person marked this as a favorite.
Malckuss76 wrote:
A little more sparse than I would have liked. However, I'm glad they have started and know the ball will get rolling.

It's a lot more sparse that I would have liked.

I'm almost desperate for spoilers.

I start threads thinking someone must have heard something I didn't.

No such luck. :(


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Rysky wrote:
Malk_Content wrote:
I'm not sure why people get hung up on Champs being the "best" heavy armour users.

Because it’s not their theme, no more than saying Clerics were the masters of Medium armor or Rogues were the masters of Light Armor.

It was proficiencies they had access to, but it wasn’t what the class was built or themed around.

How many class feats does the Champion have for heavy armor, when those could be spent on actual Champion thematic feats? What about those of us who don’t want to use Heavy Armor?

Aside from my Vindictive Bastard none of my Paladins in 3rd and Pathfinder wore Heavy Armor.

Well Mark did say that classes with Heavy armor like Fighters and Champions wouldnt skimp on lighter armor proficencies.

here

Grand Lodge

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I am super fired up to start GMing Second Edition. So looking forward to Gen Con and running some PFS Second Edition in the Sag!

Silver Crusade

lakobie wrote:
Rysky wrote:
Malk_Content wrote:
I'm not sure why people get hung up on Champs being the "best" heavy armour users.

Because it’s not their theme, no more than saying Clerics were the masters of Medium armor or Rogues were the masters of Light Armor.

It was proficiencies they had access to, but it wasn’t what the class was built or themed around.

How many class feats does the Champion have for heavy armor, when those could be spent on actual Champion thematic feats? What about those of us who don’t want to use Heavy Armor?

Aside from my Vindictive Bastard none of my Paladins in 3rd and Pathfinder wore Heavy Armor.

Well Mark did say that classes with Heavy armor like Fighters and Champions wouldnt skimp on lighter armor proficencies.

here

Well that's encouraging, thankies for pointing this out to me ^w^

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