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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber. 26 posts. No reviews. No lists. No wishlists.




Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Core Rulebook pg 86, the Deer animal instinct has the "charge" trait in its attack, which sounds interesting, except I cannot find the trait in either this book or the bestiary. I apologize if I've missed it or if it's been addressed already. Feel free to post any other missing traits/rules here!


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In the treasure for these two areas, the players receive:

Hellknight Hill Spoiler:
A silver dagger in A7 and a silver longsword in A9. Fantasy Grounds reads this as being standard-grade since no grade is mentioned for these weapons, which obviously gives the PCs a huge wealth advantage for their level. I assume it was meant to be listed as a low-grade silver weapon, but I wanted to confirm.

Thank you for any clarification you can give on this issue.


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Relics, eh? A throwback to Weapons of Legacy perhaps?


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Sorcerers and bards, the two spontaneous casters we will see in this playtest. Bard was previously a "half-caster," with reduced access to spellcasting in return for a plethora of abilities. In PF2e, this is reflected by lower overall spellcasting capability compared to its dedicated caster relative (sorcerer, gaining an additional spell per level), and having several powerful cantrips that interact with its other abilities.

Now, with sorcerer established as the "spellcasting class," it seems odd that bard would be the class to have the 8th level "additional heightening" feat, directly related to having more powerful spellcasting capability as opposed to the typical bard abilities (dealing with powers augmenting their cantrips and so on). I'm not sure if this is an oversight, or simply a quirk written in for an unknown reason.

That leads to a final point, the case for Universal Class feats. I've seen many complaints about certain feats or techniques being gated behind certain classes. Now, take the "Additional Heightening" feat described above. Imagine this was made into a "Universal" class feat, available to any who meet the prerequisites "Spontaneous Heightening class feature." Or Power Attack/Double Slice, "Trained in a martial weapon." Widen Spell, "You are a spellcaster."

You could add a variety of depth to character creation without taking too much away. Fighter could still have access to many open/press feats not available to other classes, with some unique abilities besides. As an added bonus, you might save page space avoiding the extra entries on the classes that would normally gain them. The problem comes in when you look at terms of balance. Martial classes will likely have more to benefit from in variety, since many spellcasters will already have access to a feat that would otherwise be made Universal. Would Double Strike be too powerful in the hands of a Barbarian or Rogue, and how does a Monk's ability to take Power Attack change things? Of course, these are all questions that would have to be asked to address multiclassing balance anyways. A potential solution would be to increase the level requirement, with a special note at the end stating "Fighter and ranger treat -X- as a level 1 feat," as an example. Thoughts on how a universal class feat system might affect balance? Would adding another group of feats make character creation needlessly complicated?

TL;DR for Developers:
1. Sorcerers don't have access to additional heightening. Oversight?
2. A universal class feat system including feats such as additional heightening, power attack, Double Slice, some metamagic, etc.?
3. Would said universal class feat system adversely affect game balance?
4. If yes to 3, does multiclassing adversely affect game balance?
5. Would the cost in game balance be significant compared with the improvement in enjoyment to the players?
6. Would it make the game significantly more complicated?


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I could not find rules related to creating custom NPCs to use as antagonists, so I'm going to do a bit of guesswork based on the NPCs provided in the bestiary.

Cleric of Rovagug (CR3) vs level 3 cleric:
-Both have spellcasting ability of a level 3 cleric
-NPC has 41 HP vs a PCs 38, or a PCs 42 (W/ Toughness)
-NPC has one higher ability boost, but also an ability flaw
-NPC has no obvious class feats
-Reflex and Fortitude are higher than you'd expect vs PC

Demonologist (CR5) vs level 5 sorcerer:
-Spontaneous Heightening Summon Monster & Darkness
-Identical spells known/per day as PC sorcerer
-Identical ability boosts vs PC
-NPC has 58 hit points vs a PCs 53, or a PCs 58 (W/ Toughness)
-Class Feats Reach Spell, Steady Spellcasting, missing one vs PC
-Saves are each 2 higher than you would expect vs PC
-NPC Potentially has Great Fortitude and/or Lightning Reflexes

Mercenary Scout (CR3) vs level 3 ranger:
-NPC has 45 HP vs a PCs 41, or a PCs 45 (W/ Toughness)
-Perfect Aim doesn't require being hunted, but doesn't grant a bonus to hit as per ranger's Favored Aim
-Identical ability boosts vs PC
-Saves are each 1 higher than you would expect vs PC

In conclusion, although I did not do an in-depth analysis of their proficiencies and various other scores, it seems that NPC classes can now be considered an equivalent challenge for their level. Feat decisions seem to favor simple choices such as toughness, and many class/ancestry feats seem to be canned in favor of simpler presentation and artificially boosted defenses. Does anyone have anything to add?


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I have room for one additional player in my upcoming playtest campaign. The campaign will be an adapted version of the Tomb of Annihilation campaign.

Disclaimer: In the spirit of having a diverse party to playtest, each player will be playing a different race and class (with human as a possible exception). Each player will have a random number to prevent disputes.

Platform: Fantasy Grounds (You only need the demo)

Time: Every other Saturday night at 6pm eastern.
Meet up on August 4th for character creation and rules discussion, first session on the 25th and playing every two weeks from then on out.

It will be primarily text, with voice used for roleplaying through Discord's chat

Characters: Non-evil preferred, no homebrewed content. This is a playtest, so feel free to make as powerful a character as the rules allow. We will start at level 1.