It's not certain that an undelivered code problem can be solved in a week? I have a lot of respect for Paizo's work and I know it's the vacation season, but such a delay when the module exists and can be bought elsewhere is not acceptable. I'm really disappointed with Paizo's efficiency on this one (although I praise the work you're doing to keep us informed).
DMurnett wrote:
Only for Reposition and Shove now. Also, I noted there are several other errors in the skills : a lot of "trained" skills have only a +3 for proficiency. At level 5, that should be +7.
I was lucky enough to play the first fight of the field test yesterday, so there is how it went : Our team comprised two Vesk Soldiers (one, mine, with a Rotolaser and Reinforced Stock, the other with a scythe). Both had chosen Close-Quarters as their specialization. On top of that, we had a support-based Mystic Android (divine), a human Envoy (Gunblazing Leadership, rapier and laser pistol) and a... Rogue Minotaur (ruffian, Str-based, with a whip and a laser pistol). We defeated the first wave of attackers fairly easily, mainly because it hadn't been adjusted to our 5 characters. To compensate, the GM sent us the officer just as we were finishing off the last zombie. We had taken very little damage. The first feeling we had was that this double fight was very long, even though we were all experienced PF2 players. The amount of damage inflicted per turn was undoubtedly to blame (at least in the second wave). First wave: as a Soldier armed mainly with a Rotolaser, I felt pretty useless. The range of the area attack is far too short: either the initial range of the weapon must be doubled (to 60ft minimum), or the area attack must be made within a cone the size of the initial range factor (30ft). Otherwise, it's unusable. I intentionally stayed out of close combat, which was ultimately a mistake (having 3 other people in the team going mainly for contact, I could have benefited from easy flanks). I tried to use my Auto-Fire attack, but because of the ridiculous range I could never get two enemies at once.
Second wave: we won, but with luck (two 20nat, one with MAP), 4 wounded PCs, 3 unconscious, and if we managed to hold out it was only thanks to Mystic's unlimited healing capacity. Without his network, we would have lasted two rounds.
A word about the others: the two classes that shone brightest in this fight were Mystic, without whom nothing would have been possible, and Rogue, who was able to get past the damage resistances thanks to his Sneak Attack. Sadly, this last one is not a SF2 class.
The Envoy was both relatively effective and very boring to play, in the opinion of its player: the most optimal combo to do was quickly identified as: 1a Get Them! + 1a shoot (triggers Lead by Example, no need to touch) + 1a Take Cover + ra Watch Out on every boss'first strike . A very repetitive playstyle, but one without which we wouldn't have been able to win. In short, I think the ranged meta still has some work to do before it can be implemented effectively. For that, we'll need to drastically increase ranges, add obstacles to the map to make Cover more interesting, and also increase ranged damage. There's no point in concentrating on a ranged attack with 60ft range (or half that, hello Rotolaser!) when an enemy at that distance will simply stride once or twice and eviscerate me with double the damage. Finally, I found the Soldier's game design to be quite profoundly flawed. In itself, the class stands out for its focus on heavy weapons. And it uses its Con for just about everything, except... instead of its Dex, for ranged attacks, which it's supposed to do (Primary Target) and its damage.
I feel the same way after playing the fieldtest level 1 fight last night.
As an additional downside, when I was able to hit, the 1d8 fire damage was easily negated by the 5 fire resistance of the officer. Really, something felt off
Gisher wrote:
Thank you ! It's very helpful. I think for my concept the Bladed Scarf is the best weapon : reach + trip + flail type is the best combination I can think about, and the Varisian origin let me take Arcane Tatoo (abujration) for a free shield, so I don't need to worry about the 2 hands trait of the scarf.
Hello dear PFS members, I would like to run a new character in Society : a dexterity-based barbarian, focused on thrown weapons (alchemical bombs, to be more precise). As a back-up weapon I was looking for a 1 handed weapon with Finesse that's not Agile and that has nice traits. I found the new Chain Sword to be perfect for this purpose. But it's an uncommon advanced weapon. So, my question is simple : can I use the Advanced Weaponry feat to gain access to it and treat it as a martial weapon ? The chain sword text quotes :
Quote: A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune. Does it qualify for the " that is common in another culture" part of the Unconventional Weaponry feat ? |