Given that the 8 h.p. classes mostly have a martial build option (or faux one w/ Kineticist or proxy one via Eidelon), I thought I'd speculate re: Necromancers.
The Necromancer has two feats that are among the most praised aspects of the class: Reaper's Weapon Familiarity (2) and Osteo Armaments (8). Both of them piqued my interest too, except what build are they designed for? Are these feats like Witch's Armaments; required options for completeness of the trope, but seldom if ever chosen? Or are they meant to be used? To actually hit anything, you'd need a +3 Str (w/ Finesse weapons doing too little damage IMO to make this worthwhile). Yet that's alongside a +4 Int if you want to make use of the other feats, and you'd likely die as well as just ruin your MAP since a baseline Thrall will have better attacks, cost no gold, and operate at a modest range. There's no point.
So my initial purpose with this thread was to address the conflict between having these two interesting feats, yet them being MAD & MAP dysfunctional (except maybe via MCD or a "death guy martial" Archetype). To survive in melee, you kinda need better stats, and that'd require weakening one's best attack, a.k.a. one's otherwise all-important Int). One can work around a low casting stat w/ Force Barrage, Soothe, & buffs, and several of the other 8 h.p. classes can make their casting stat secondary. But so much of the Necro's chassis involves Focus Spells w/ Int-based attacks/saves. Much better to build with a different chassis, I guess.
Except then for completeness, while typing this I checked the feats to see what other martial ones might sadden people and it surprised me; there's a nearly complete thread of feats that ignore Int: Body Shield (4), Reclaim Power (6), Lifesense (10), Become as Spirit (12) or Reinforced Skeleton (12), and Bind Heroic Spirit (18) (which I'd thought was terrible, but that's from a typical Necro's POV). That's a lot. Did Paizo plant a hidden build in the playtest that focuses on using Thralls as flankers, walls, and grist to keep oneself alive in the heart of melee (or perhaps not the heart, more like an arm)? Hmm.
So while there might be a complaint to lodge, I have to wonder if Paizo's addressed it already. Those feats make a melee Necromancer resilient. One could make a sturdy Dwarf +3/+2/+2/+1/+2/-1 or a Lizardfolk w/ +3/+2/+2/+0/+2/+0, maybe a Leshy even for extra oddness. Sure they won't excel like a dedicated martial, but they're also filling the battlefield with flanking buddies and have utility from their spells.
Other than filling in the high-level gaps in feats, what else would a Necro need to thrive in melee? Has anyone already noticed this and playtested a low-Int melee Necro?
While PCs & NPCs operate differently, PC builds are supposed to be transferable to NPC roles and suit the level/XP reward (albeit w/ perhaps too much treasure/gear). So how well do Commanders and Guardians do as adversaries, rivals, chums, etc.?
COMMANDERS: We've seen them contribute well in balanced parties, yet it seems they'd pose problems in NPC roles, even their most iconic role as leader w/ underlings. The class's power relies so much on allies, that they're going to need comparable allies. That's a shame IMO as I'd really like to see Commanders who can "share their power budget" as it were with their underlings. Crowe in Gladiator portrays the epitome of this, taking misfits and helping them maximize their performance. Not sure a Commander can capture this in a mixed-level party, with the opposite being far worse, where underling Commanders can piggyback on the backs of superior allies. Imagine a chorus of Commanders cheering on a Titan. Gulp. A veteran GM will avoid that imbalance, one would hope, but I've seen PFS1 scenarios exploit such "natural" shenanigans. And I'd expect some of my players to search for lower-level Commanders to hang out in the back of the party!
So maybe have a level cap on who the Commander can target w/ Tactics?
And maybe some bonuses when using Tactics on lower-level allies?
PF2's mechanics specifically dissuade mixed-level PC parties, so maybe this is too GM-facing, but PCs do work alongside NPCs in many scenarios. Maybe an advice sidebar would be enough, though I think having the ability to augment weaklings would be cool. (And form actual Troops (!) though I understand that mechanics & balancing of that is impractical.)
As for fighting multiple Commanders, I think it'd make for a fun, albeit complex battle. They don't have damage boosts, but with two MAPless Strikes when able, they could give a good run of it though it does make it glaring how much worse a more offensive martial mixed in. (I also like the imagery of a grouchy due, whether siblings, romantic partners, or whatnot, who boss each other around throughout the battle while complaining.)
GUARDIANS: The concept of Vampire Guardians struck me as I was floating out of sleep this morning. I'm not sure it'd be that strong being as DR doesn't stack, but with Fast Healing that'd be rough. Which of course makes Troll Guardians far worse, if there ever were a Guardian-template to add.
I'm not as sure a Guardian works well as a threat to savvy PCs once they recognize the class. I think fighting them would be kinda boring actually. They'd better get Kip Up because Trip kinda ruins their action economy. The class might work okay near a high-offense ally (much like in PC parties). And while Taunt would be a bit annoying, I'd rather they do that than many other actions, and Hamper would be excruciating if the enemies built around that strategy. A ranged/caster boss could have a string of Guardians that line up to Hamper the frontliners at the entryway. They wouldn't need to be that high of a level either, maybe even far less than the PCs.
Just so un-dynamic, clogging up the conflict.
Facing multiple ones would vary between AoE-Z as pie and damage being diffused to ridiculous levels while in turn the party's kinda safe due to lack of risk to much other than maneuvers.
COMMANDERS + GUARDIANS:
Both so dependent on their peers, they kinda don't mesh well together despite how their concepts very much should sync. I could imagine a new GM taking one Commander as boss, one Guardian as their bodyguard, and a bunch of troops and making an iconic encounter that's utterly dull because out-of-the-box, there's little synergy there. (A savvy GM of course could make that blossom!)
And both seem kinda dull outside combat or behind-the-scenes, at least as packaged as any veteran GM can spice up most any bland base. So yeah, I might sprinkle them in, but doubt they'll see much use as NPCs in my campaigns, even less than classes that have specific niches.
(As for Kobold Commanders, GO JOE! Dig enough into the canon and an Aapoph/serpentfolk would suit best, alongside their half-metal elemental "ally" who's an anti-Guardian if anything.)
As well as it's doing in playtests, I still think the Commander would benefit from subclasses. Commander seems only to cover a portion of the "fantasy Commander theme" space available. So one reason to add subclasses is to diversify the types of incarnations available, but also to actualize some tropes which are struggling (like the leader spearheading melee troops). To be clear, I'm asking for solutions more than offering them! :-)
One pattern I've seen in the feedback is that melee Commanders get caught in an action bind. They want to Strike, do a Tactic, & Raise A Shield (which IMO they kinda need to do!) And since melee often involves more movement, they're left choosing between attacking as a mediocre martial or issuing their weakest (1-action) Tactics when ideally they'd contribute in both ways most rounds.
Meanwhile throwers seem to thrive while archers work fairly well (albeit closer than perhaps they prefer). Except that requires Dex, which struggles vs. having Str for one's heavy armor, Int as a Commander, and Con/Wis of course. Oy.
Spitballing:
One subclass which better integrates their melee Strikes (or movement) w/ their Tactics.
Another for archers (like one might imagine leading Elf squads), that works at longer ranges/in wider areas that sacrifices heavy armor & maybe Shield Block too.
And the last for skirmishers/throwers, though I'm unsure what they might need.
Unsure what else might suit a fantasy setting, but using the Rogue Rackets as a template we could also add one more magic/spell minded, helping casters more than now at least. And then maybe one that leans into their Int more (w/o participating directly unless pressed), perhaps with an action (with RK?) that adds Int to another's Strike damage (much like the Thief is unique in adding Dex to their damage).
And unlike Feats & Tactics (which I'd think an MC would require access to), one wouldn't need to worry about other (arguably more dynamic) classes poaching and becoming better iconic leaders than actual Commanders.
Sharing some ideas that I think the Guardian class could learn/poach from other classes (et al), some of which rival or surpass a Guardian at doing what a Guardian's supposed to specialize in. Or simply do it differently in ways a Guardian likely should, if only for diversity so one could replay as a Guardian in style different from their first.
Alchemist:
Bit meta, but that no matter how much utility (defense) a class gives, base numbers matter.
Using feats to patch up holes in the chassis feels bad.
Barbarian:
Lowering one's defense (as a Guardian does w/ Taunt) will hurt even a d12 class w/ temp h.p. and (situational) damage resistance.
One-action prep should reap dividends throughout a battle, improving a lot as one levels
Poach some maneuver options, since they're tied to Rage, maybe tie to Taunt/Engage w/ enemy.
Right now, a Barbarian that focuses on maneuvers will outperform a Guardian AND do damage AND be able to resort to a beefy attack when switching from control to damage (esp. easy for Animal).
Also would like Guardian to have similar bashing/bulldozing feats.
Q: Would an altered state (i.e. Rage/Dwarven Defender's Stance) benefit the Guardian?
Bard:
If one's going to pay an action/round, it should have a sweeping effect!
The only time they roll is to improve those effects.
Champion:
Everything?! Paizo overloaded these defensive martials because defense warrants it (much like Heal got boosted so as to be astounding in PF2 vs. 3.X/PF1). Guardian kinda needs to match the raw damage Champions can alleviate, at minimum since Champions have other boosts too, including Condition removal.
Clerics:
Same here in that the Guardian needs to match what a Warpriest can absorb/heal/etc.
Trouble w/ matching both Champion & Clerics is they can tap into supernatural justifications for how their abilities transcend plausibility. We need to see some anime shenanigans at high level!
Commander:
Defensive Swap!
I have to suspect it and some of the other feats that seem fit for the Guardian are being playtested on the Commander because they're sure things for the Guardian.
Heck, it should be the Reactive Strike of Guardians, and I'd want to use it every round, so much so I'd have to poach it via archetype.
Druid (& Ranger):
Not so much to poach the animal companions themselves so much as to having the Guardian rival the hit point sponges that they are coupled with Focus Spell healing every combat. That's a large tank available plus some animals have control abilities.
Fighter:
One can be superior in one aspect while competitive in another. (Offense/Defense for a Fighter; swapped for Guardian, both of who lack much breadth/utility outside of core theme)
Even with excellent feats, one's chassis can carry itself w/o them. Guardian's can't.
It's really nice to have different combat styles bread-n'-butter moves supported at level 1/2!
Also imagine how a shield & gauntlet Fighter w/ Combat Grab, Knockdown, Shield Warden, and similar feats down the line could essentially transform their offensive prowess into defense/control dominance...and still be able to swap back to a 2-hander if needed (gold issues aside).
Q: It'd be cool to mirror how a Fighter has Press Attacks; feats w/ MAP one kinda needs a Fighter's higher attack proficiency to execute, but which are so effective. Could the inverse work for a Guardian? Maybe feats that put one in too much danger for a lower AC PC to want to poach?
Kineticist:
Wood Kineticist indeed sets a high bar for Guardian who have to take the damage directly.
Also gonna mention the elements that can insta-build armor and how that can interact with Guardian's ability to sac armor for damage. Not a must-have combo, but odd shenanigan.
Monk:
Stunning Fist, self-healing, debuffs, superior maneuver feats, a Reaction vs. move actions.
Much like the Barbarian, the Monk outperforms the Guardian for control while maintaining excellent defense and losing little if anything in offense. Plus they can always intervene. Heck, if they poached Defensive Swap, they'd be far superior IMO to a Guardian. Stride, Flurry, Stride back to an ally's side, Defensive Swap.
Ranger:
No roll for Hunt Prey, continual benefits throughout.
Could mirror the Edges: attack, damage/h.p., AC/skills; yet opposite or for one's ally instead.
And late game Outwit Rangers w/ all the buffs that key off of Share Prey and a success with Master Hunter. I'd suspect they're aiding their allies more than a Guardian.
Summoner:
Some of the Eidolon power: Pushing Attack, Weighty Impact, Resilient Shell, Trample, etc.
Defend Summoner (except one's Ward, Engaged Ally, whatever it might be called)
Monster powers are cool, like some of the ones from metal elementals or Inexorable.
Swashbuckler:
Can place a sticky debuff that aggros (Antagonize 2nd) w/o needing to renew every round.
Can protect allies in a 10' radius by 4th with a Reach weapon (Guardian's Deflection, it's right in the name!).
Opportune Riposte: Part of me wonders if this ability/archetype feat is exactly why the high AC class has a poor attack progression! The Guardian class itself kinda needs something similar or else players gonna poach it.
...
Dwarf:
Yep, they have a few that suit the "heavy guy" motif like Unburdened Iron or even March the Mines (w/o burrowing) which a Guardian kinda is built to do.
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Blessed One, Bastion, Sentinel, etc.
Several archetypes, slapped on generic "tough" chassis, can contend with a Guardian's performance.
This thread is a name-test for the playtest. Are the names working or misleading? Etc.
And then perhaps to suggest alternatives that suit better.
Add and comment as desired of course (on names, not mechanics). :-)
COMMANDER: Few notes here.
-Tactics: In general, I hope Paizo's using the names of historical tactics (as at least some are). That would tickle me to no end.
-"Strike Hard!"...doesn't actually make someone strike any harder than normal.
Perhaps "Strike now!" or "Well-timed Strike".
---
GUARDIAN: Quite a bit more.
"Guardian" itself: This has misled me (and others I've read in the forums) into thinking in terms of bodyguards or security personnel which involves a spectrum of abilities, i.e. situational awareness and escorting, that the class foregoes for the sake of armor-stuff making it the armor guy who trades upon/discards their AC defense for the sake of others. So yeah, they are guardian, it's just "Guardian" embodies so much more w/o even implying heavy armor (imagery that deeply influences/embodies this class).
Unfortunately "Martyr" carries too much spirituality and "Bulwark" is kinda taken, but maybe "Defender" (if not too reminiscent of Dwarven Defenders?) or even "Knight". It gets kinda hard to keep the name as neutral like other class names.
---
"Intercept Strike": This bugs me since it doesn't intercept only Strikes nor does it intercept all Strikes. With Strike being a mechanical term that is not even referenced in the ability, most any other word for an attack would work.
"Intercept Blow", "Guard Ally" (being a Guardian and all), though I reckon there are plenty more options.
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"Taunt": No taunting required to Taunt, plus ill-fitting for many fantasy-guardian concepts. Plus it's improved by muscle-power?
"Aggravate"? Not my favorite, but "drawing aggro" is a known RPG term.
"Engage"/"Engage Enemy", which is what the Guardian's doing, right? I like that it doesn't imply using one's charisma, but rather prowess.
"Draw Attention", lacks oomph, but so does taunt.
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"Threat Technique", half of which is "Mitigate Harm" which is no kind of threat!
Maybe "Engagement Technique" (especially if Engage used!)
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"Shoulder Check", does not reference shoulders!
This could be fixed simply by saying one's fist/gauntlet/spiked gauntlet represents or augments the attack with the shoulder.
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"Flying Tackle", I was so excited to see the inclusion of flying tackles in PF2! Envision a flying tackle, then envision whatever this feat does, and I'd think those images would seldom match.
"Toss Down", "Leaping Toss", or maybe language re: bringing down an aerial enemy/pilot?
(And yes, I still want an actual flying tackle too!)
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"Intercept Foe", It isn't so much wrong as it is that this is "Intercept Strike"! It's triggered by a Strike (any one, and nothing else) and the Guardian goes and tries to intercept it.
So yeah, "Intercept Strike".
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"Perfect Protection", works less than half the time. Maybe another superlative would work, as it's at the pinnacle of protection as available, but it's not even reliable protection!
No ideas, maybe someone else can think of something.
Yes, "weird" is subjective, but with PF2 growing broader and broader I thought I'd point out some quirks which may or may not be desired in the final product. Neither break the the current power curve, but both seem to poke it a smidge.
-Duelist/Aldori Duelist + Implement's Empowerment. The drawback of a free hand inherent in the styles is no longer a drawback. These archetypes seem to become a bit beefier than intended, much like being able to use a greatsword or maul while parrying.
Also Duelist's Challenge stacks and Thaumaturges focus on one enemy anyway. Yes, it'll be harder to use that free hand for an Implement, but is that much of a loss if your main weapon's your primary Implement?
-Bastion + Implements. Namely Nimble Shield Hand lets you hold an Implement, while the shield boss/spikes can be your Weapon Implement (and a fine one IMO w/ Implement's Empowerment), leaving your other hand for your 3rd Implement. The imagery of one's shield hand carrying a lantern while you use your wand in the other is kind of cool, and IMO this isn't a worrisome quirk, but I also haven't seen all the upcoming Implements. Perhaps Paizo has some reason for only wanting two Implements in play at once (especially if they beef up the backups like I'm hoping!), so I thought I'd toss this in here. Or heck, maybe Paizo could add a similar ability so the regular Thaumaturgist can hold multiple w/o the awkwardness of the free action swap mechanic.
There are likely more; add them if you see any. Cheers.
In the CRB playtest, Paizo folded most must-have options into the chassis of the classes. Are there any options for the Magus that are hardly optional and should be a given for all Magi?
In the CRB playtest, Paizo folded most must-have options into the chassis of the classes. Are there any options for Summoners that are hardly optional and should be a given for all Summoners?
Here's a list of class combat actions I made mostly for my own purposes after realizing that Double Slice (w/ gauntlet) works poorly w/ Combat Grab (Press) due to MAP (at least if the grabbing part is your main shtick). Oops.
I included things other than Strikes so as to chart out what my PCs would be able to do with their actions/reactions so as to be most effective & efficient depending on context, and to better see feat paths. It's not a formal guide, hence the title, and is written as if the reader already has familiarity with much of the content. Yet hopefully it can aid some of y'all. For one, it helped me realize how few Reactions Barbs can get and how ridiculously many Reactions Rogues can choose from.
(Now imagining Rogue's Sidestep w/ Fighter's Boundless Reprisals. Hmm.)
Cheers.
Note: Strike (any) means any melee, as in 1-handed weapon (1H), 2-handed (2H), or unarmed (Un), but not ranged. Ranged actions are typically separated.
Hopefully the other abbreviations and notes sync with most sensibilities.
List of Feats and Such:
Fighters listed first, being as they have the bulk of options
Other Martials after
Spellcasters last, for what few they have
(Apologies for spacing issues after transferring to forum.)
PF2 Fighter Feats (melee)
ONE-ACTION
1 Snagging Strike Strike (1H or Un) + flat-footed while adjacent (w/ free hand)
2 Lunge Strike (any weapon) or weapon maneuver + 5' reach (faux Step)
12 Lunging Stance Stance, use Lunge for AoOs too.
4 Dual-Handed Assault Strike (1H) + minor damage (w/ free hand)
(Special: Keeps Stances that require 1 hand free active.)
TWO-ACTION
1 Double Slice Strike (1H) + Strike (1H); pool damage 2x MAP
16 Graceful Poise Stance, reduces MAP to 1x if wielding Agile weapon
1 Power Attack Strike (any) + auto weapon die damage 2x MAP
6 Furious Focus 2H only, get 1x MAP w/ Power Attack
1 Sudden Charge Strike (any) after 2 free Strides/moves
2 Intimidating Strike Strike (any) + auto Frightened 1 (or 2 on crit)
4 Knockdown Strike (any) + Trip attempt 2x MAP
10 Improved Strike (any) + auto-Trip (Reduces MAP to 1x)
4 Swipe Strike (any) one attack vs. two adjacent foes 2x MAP
6 Revealing Stab Strike (piercing weapon) + reveal hidden foe if release weapon
8 Felling Strike Strike (any) + flying target drops 120'
8 Positioning Assault Strike (2H) + auto move foe 5' (inside reach)
8 Sudden Leap Strike (any) + leap
(Special: Combine w/ Felling Strike for a three-action maneuver)
THREE-ACTION
14 Whirlwind Strike Strike (any) vs. all adjacent
PRESS (all one-action)
1 Exacting Strike Strike (any) & zero MAP if miss
2 Brutish Shove Strike (2HW) + auto-Shove, foe flat-footed on miss
2 Combat Grab Strike (1H or Un) + auto grab (w/ free hand)
4 Quick Reversal Strike (any) + Strike (any) vs. two flanking foes (1x MAP)
6 Advantageous Assault Strike (any) + minor damage (vs. grabbed/prone/restrained only)
6 Shatter Defenses Strike (any) + flat-footed while frightened, (only vs. frightened foe)
10 Certain Strike Strike (any), failure=damage minus all damage dice
12 Brutal Finish Strike (2H) + auto extra die of damage, even on failure (your turn ends)
12 Spring Attack Strike (any) + move from enemy to another
14 Desperate Finisher Use any Press action as a Reaction at end of your turn; lose all Reactions
14 Guiding Finish Strike (1H) + move target 10' (inside reach); failure=5'. (w/ free hand)
14 Two-Weapon Flurry Strike (1H) + Strike (1H) w/ different weapon
DEFENSE Req.
(free) Raise Shield Action, Shield +2 AC (+1 w/ Buckler)
2 Reactive Shield Reaction same
8 Quick Shield Block Gain extra Shield Block Reaction
10 Mirror Shield Reaction Reflect crit miss spell attack
12 Paragon's Guard Stance Shield always raised
(free) Shield Block Reaction Block damage
6 Shield Warden Reaction Block damage for adjacent ally
2 Dueling Parry Action, 1H w/ free hand +2 AC
8 Dueling Riposte Reaction Strike or Disarm vs. crit miss
12 Imp. DR Gain extra Reaction for D. Riposte
16 Guiding Riposte Move enemy 10' w/ D. Riposte (reach)
12 Dueling Dance Stance Dueling Parry remains active
4 Twin Parry Action, 2x 1H +1 AC (+2 w/ Parry weapon)
10 Twin Riposte Reaction Strike or Disarm vs. crit misses
14 Imp. TR Gain extra Reaction for Twin Riposte
16 Twinned Defense Stance Twin Parry remains active
6 Guardian's Deflection Reaction, 1H + free hand +2 AC for ally
RANGED
1 Point-Blank Shot Stance
2 Double Shot Two actions, two attacks vs. different foes at -2; x2 MAP
6 Triple Shot Three action, three attacks at -4; x3 MAP: Allows Double Shot vs. one foe
16 Multishot Stance -1 for Double Shot, -2 for Triple Shot; can't move!
8 Felling Strike Two actions, flying target drops 120', (Also melee)
8 Incredible Aim Two actions, +2 attack, ignore concealed
12 Incredible Ricochet One action Press, ignore concealed + all cover
10 Debilitating Shot Two actions: Strike + Slow 1
18 Impossible Volley Three action: Strike (-2) vs. all in 10' radius at or beyond Volley range
ATTACKS OF OPPORTUNITY
(free) AoO Strike (any) if provoke
10 Combat Reflexes Gain extra AoO/round
10 Disruptive Stance More actions provoke AoOs, more likely to disrupt
12 Lunging Stance Requires Lunge, 2nd; Gain reach on AoOs
20 Boundless Reprisals ...
******************
BARBARIAN
(free) 1 Rage One Action The main point of Barbs.
1 Moment of Clarity One Action Cost of using most Concentrate actions while raging.
(free) 11 Mighty Rage One Action Action can be part of another action w/ Rage trait
1 Sudden Charge Two Actions Strike (any) w/ 2 free Strides/moves
2 Furious Finish One Action Strike (any) + rage rounds=damage; end rage
4 Swipe Two Actions Strike (any) one attack vs. two adjacent foes 2x MAP
8 Sudden Leap Two Actions Strike (any) + leap
8 Thrash One Action Hurt grabbed enemy
16 Collateral Thrash Hurt his adjacent buddy too
10 Knockback One Action Auto Shove 5' (after a hit)
14 Awesome Blow Amplifies Knockback; Trip likely
12 Furious Grab One Action Auto grab (after a hit; w/ free hand or Grapple weapon)
14 Whirlwind Strike Three Actions Strike (any) vs. all adjacent
18 Vicious Evisceration Two Actions Strike (any) + Drained 1 (2 on critical)
20 Quaking Stomp One Action Earthquake
Reactions
2 No Escape Pursue fleeing enemy
6 AoO Strike (any) if provoke
6 Cleave Strike (any) vs. enemy adjacent to enemy you dropped
10 Great Cleave Continue Cleave if enemies keep dropping
14 Vengeful Strike Strike (any) vs. enemy that hits you (Requires Come & Get Me, level 10)
Defense
8 Renewed Vigor One action Regain some of Rage's temp h.p.
CHAMPION
Note: There are many passive effects, i.e. auras or Celestial Form.
These are of course efficient.
(free) Raise Shield Action +2 AC (+1 w/ Buckler)
20 Shield Paragon Shield is toughened and always raised. (Shield Ally)
(free) Shield Block Reaction Block damage
6 Shield Warden Reaction Block damage for adjacent ally (Shield Ally)
10 Shield of Reckoning Add Champion's Reaction to Shield Warden use (Shield Ally)
16 Shield of Grace Can split damage evenly if you block for ally
8 Quick Block Gain extra Shield Block Reaction
(free) Champion's Reaction Varies by Cause
14 Divine Reflexes Gain extra Champion's Reaction use
2 Divine Grace Reaction +2 to save
6 AoO Reaction Strike (any) if provoke
6 Smite Evil One Action +4 (6) good damage vs. one foe (Blade Ally)
12 Blade of Justice Two Actions Strike (any+ranged) + 2 weapon dice vs. evil + Retributive Strike (Paladin only)
Also noteworthy are various Domains, i.e. Zeal, which boost Strikes.
MONK
Note: Not listing the many Stances; those naturally cannot overlap with Fighter Stances.
(Brawling Focus, level 2, is worth noting because it unlocks Critical Specializations earlier than most martials)
(free) Flurry One Action Strike (Un) x2; x2 MAP
2 Stunning Fist Add stun effect if either hit (vs. single target)
4 Flurry of Maneuvers Replace Strikes w/ Grapples, Shoves, or Trips
4 Flying Kick Two Actions Strike (Un) + leap
6 Whirling Throw One Action Attempt throw vs. grabbed/restrained enemy
8 Mixed Maneuver Two Actions Two Maneuvers (Grapple/Shove/Trip), x2 MAP only afterward
10 Knockback Strike Two Actions Strike (Un) + Attempt shove w/ no extra MAP
10 Sleeper Hold One Action Grapple a grabbed or restrained enemy for extra effect
12 Winding Flow One Action Make two different moves; 1/round
12 Disrupt Ki Two Actions Strike (Un) + 2d6 persistent damage w/ Enfeebled 1
16 Shattering Strike Two Actions Strike (Un) + ignore Resistance, x1/2 Hardness
Stance Maneuvers
6 Crane Flutter Reaction +3 AC; if opponent misses, Strike back at -2
6 Dragon Roar One Action Intimidate area; +4 damage when hit first Frightened enemy
6 Mountain Stronghold One Action +2 AC for 1 round; +1 bump to Mountain Stance Dex cap
14 Mt. Quake One Action Minor AoE + possibly prone; +1 bump to Mountain Stance Dex cap
6 Tiger Slash Two Actions Strike (Tiger Claw) + two weapon dice + 5' push + possible bleed
6 Wolf Drag Two Actions Strike (Wolf Jaw) + Fatal d12 + auto-prone
14 Ironblood Surge One Action +1 parry & improved resistance
14 Tangled Forest Rake n/a Lashing Branch Strikes add 5' forced movement (inside reach)
Focus Spells (Feat for regaining two points at 12th; three points at 18th)
1 Ki Rush One Action Move twice
1 Ki Strike One Action Strike or Flurry, +1 to attack, +1d6 damage (typed)
2 Elemental Fist Add electricity, bludgeoning, fire, & cold to damage options
4 Wholeness of Body One Action Heal or cure yourself
6 Abundant Step One Action Teleport your movement speed
6 Ki Blast 1-3 Actions Cone force blast
8 Wild Winds Initiate Stance Gain 30' ranged unarmed attack
16 W.W. Gust 2 Actions AoE Strike (Wind Crash)
10 Wind Jump One Action Gain a fly speed for 1 minute
16 Quivering Palm Two Actions Strike (Un) + 1 Action death effect
18 Empty Body Two Actions Ethereal
Reactions
4 Deflect Arrows +4 AC vs. physical ranged attack (normal-sized)
8 Arrow Snatching Reflect missile back at attacker
4 Stand Still Strike (any) vs. moving enemy
20 Impossible Technique Reroll hit vs. you or failed save.
RANGER
(free) Hunt Prey One Action Various bonuses
1 Monster Hunter ID enemy w/ same action
(Many other feats improve HP & this)
(HP=Hunt Prey required on target; F=Flourish)
Melee
1 Twin Takedown, F, HP One Action Strike (1H) x 2 weapons; pool damage
1 Quick Draw One Action Strike (any + ranged); + draw weapon
6 Skirmish Strike F One Action Strike (any + ranged); + Step
18 Impossible Flurry Three Actions 3 Strikes (1H) x 2 weapons at max MAP
Ranged
1 Hunted Shot, F, HP One Action 2 Strikes (ranged); pool damage
2 Hunter's Aim, HP Two Actions Strike (ranged); +2 & ignore concealed
14 Targeting Shot One Action Press; Strike (ranged); ignore concealed & all cover
4 Running Reload One Action Move + reload (1)
8 Deadly Aim One Action Open; Strike (ranged); -2 attack for +4 damage
10 Penetrating Shot, HP Two Actions Strike (ranged); vs. HP & foe giving it cover; x2 MAP
18 Impossible Volley Three actions Strike (-2) vs. all in 10' radius at or beyond Volley range
Defense
4 Twin Parry Action, 2x 1H +1 AC (+2 w/ Parry weapon)
10 Twin Riposte Reaction Strike or Disarm foe that crit misses vs. you
16 Imp. TR Gain extra Reaction for Twin Riposte
Reactions
2 Relentless Stalker, (U) Pursue HP
4 Disrupt Prey, HP Strike (any) if provoke, disrupt on critical
6 Snap Shot Allow use of a melee reaction w/ ranged weapon (5')
ROGUE
Combat
1 Twin Feint Two Actions Strikes (1H) x2; auto flat-footed w/ 2nd; normal MAP
1 Quick Draw One Action Strike (any + ranged); + draw weapon
6 Skirmish Strike, F One Action Strike (any + ranged); + Step
6 Twist the Knife One Action After SA vs. FF foe, do bleed damage
12 Fantastic Leap Two Actions Strike (any); + leap
12 Felling Shot Two Actions Strike (ranged) vs. FF to possibly drop flying enemy
12 Spring From The Shadows One Action; Flourish
Stride, then Strike (any+ranged) vs. adjacent enemy you were hidden from
16 Dispelling Slice Two Actions Strike (any + ranged) vs. FF foe; + counteract spell
Reactions
1 Nimble Dodge +2 AC vs. one attack
8 Nimble Roll +2 Reflex also; Stride 10' if either successful
1 You're Next Intimidate another target when you down a foe
4 Reactive Pursuit Follow retreating foe
8 Opportune Backstab Strike (any + ranged) if enemy within reach hit in melee by ally
(Implied you're using a melee weapon.)
8 Sidestep Redirect foe's Strike miss toward another enemy next to you
12 Reactive Interference Possibly disrupt adjacent enemy's reaction
16 Cognitive Loophole Suppress mental effect on you
18 Trickster's Ace Set trigger for spell on you (1/day)
20 Hidden Paragon Invisible via Stealth success (1/hour)
Misc.
4 Battle Assessment One Action Use Perc. to gain info on enemy
4 Poison Weapon One Action Apply poison to weapon (w/ free hand)
4 Sabotage One Action Thievery to damage foe's item
14 Instant Opening One Action Make foe flat-footed to you until end of your next turn
16 Perfect Distraction One Action Sneak w/ decoy behind (1/10 minutes)
20 Reactive Distraction Use as Reaction instead
18 Implausible Infiltrations Two Actions Fit through solid surface (magically)
*****************
CASTERS
Note that there are many spells of all sorts which boost martial abilities or allow an action, i.e. Jump.
Those are outside the scope of this overview.
Also Recognize Spell is a general/skill feat for a Reaction w/ possible defense bonus.
BARD
(free) Inspire Courage One Action (Other compositions are one action as well)
6 Harmonize Three Single Actions To get two compositions active; maestro only
Reactions
(free) Counter Performance
CLERIC
Like Champions, they have many passive boosts, many of which are triggered off of casting.
And Clerics also have those domain spells which aid martial abilities.
4 Channel Smite Two Actions Strike (any) + Harm/Heal spell (no save)
6 Cast Down One Action+ Auto-Knock enemy prone by damaging w/ Harm or Heal afterward
6 Divine Weapon Free Action+ After casting divine spell from slot, add damage to weapon
8 Align Armament One Action Add alignment damage to weapon for round
14 Extend A.A. For 1 minute
Reactions
(free) Shield Block Warpriests
14 Swift Banishment Cast Banishment after critical hit on creature from other plane
Breath of Life Noteworthy spell (5th)
DRUID
Most of their combat feats are passive or give options for forms, not Strikes nor bonuses.
Miscellaneous
Command Animal One Action To gain two actions for companion
10 Healing Transformation One Action Requires casting polymorph spell on target
Reactions
(free) Shield Block
6 Storm Retribution Storm Order Druid Blast & push enemy if you're critted; 1 Focus Point
SORCERER & WIZARD
4 Bespell Weapon Free Action Requires having cast a non-cantrip spell in round
Is there a missed opportunity in the APG for this?
When I first heard of the four classes in the APG, I thought it was pretty cool they had:
-Swashbuckler, lives by luck even moreso than a typical protagonist
-Oracle, tied to fate & fortune
-Witch, manipulates fate & fortune
-Investigator, little weaker connection except PIs typically have rotten luck. Yet the PF1 version had mechanics that involved bursts of luck & intuition so there's PF precedent.
Heck, Panache & Inspiration overlapped in PF1, right? (And I did/do expect to see a Gunslinger archetype in the APG given this.)
It seemed so obvious the four were chosen to represent the "luck" versions of the four archetypes: martial, skills, divine, arcane*. Great!
Except ya' know, it didn't happen. Hasn't happened yet?
* BTW, I'm in the "Occult base w/ extensive Patron spell options as part of core progression" camp.
So I've trimmed out tons of brainstorming and narrowed my suggestion down to:
Luck Points (or Pools)
They'd work similar to Focus Points except instead of building up during lulls & rests, you'd earn points under duress (and deplete if you rest). They'd also work similar to Panache, where you gain a small, static bonus then choose to settle for that bonus or spend it/risk it for a larger bonus.
That'd be the heart of the system: small bonus vs. payout?
There'd be a hard cap tied to level on the maximum number of Luck Points. Those levels would be similar to where the abilities to Refocus for 2 (or 3) Focus Points would be. Whether the Luck Points would all share the same pool (w/ an MCD to access both) would be a complex question (especially w/ Cantrips & boosts involved).
Funny thing is that these classes all seem to have the vestiges of such a system, whether remants or the seeds, I cannot discern. So what I'm asking for may only be a more formal and/or unifying system which I think would ease understanding & use.
Classes in order of ease...
*Swashbuckler: Earned the same ways they gain Panache. The greater the pool, the greater the static bonus as well as the greater each Finisher becomes. Swashbucklers have the least change and in fact at lower levels would be identical to now. Some high-level Finishers might have a minimum amount of Panache spent, though in turn there might be ways to increase Panache faster too (like w/ a crit success). As well as faster, there could be more certain ways too, for when fighting bosses. A better stable bonus once they do get Panache (that they then don't wish to risk vs. a boss where it's hard to gain back) could work too.
*Investigator: They'd use Perception, Recall Knowledge, & other skills that aid with the case. Unlike the other three classes, Investigator's Inspiration would have extensive Exploration Mode usage (and therefore need to deplete slower). They'd get a static bonus to several skills, but may want social/investigative "Finishers" to attempt to crack a case faster (by spending that Luck and/or cutting themselves off from Exploration Luck for a set time, depending on how swiftly it builds.)
I'd flip the Swashbuckler's script a bit here and mitigate bad luck (the classic noir PI's bane) with their Luck usage. Spending Luck to get Assurance (if they have it) on a failed roll would seem a natural fit here. (And I'd have ample Assurance feats be part of the natural progress of the class.) In combat, denying enemy crit successes (and maybe allied crit fails) would seem fitting. They definitely need a DPR boost, though maybe on the lower attack rolls (which would also help most w/ bosses, where the class has large difficulties as is). So like a Precision Ranger contrasts w/ a Flurry Ranger, the Rogue (w/ Precision via Sneak Attack) can contrast w/ an Investigator getting better MAP or bonuses to second & third attacks (like cool Presses, Finishers, or the Forceful weapon trait). Being able to share their insights (their static bonus from having unspent Luck) would be cool too.
It's also notable that by gaining Luck in Exploration Mode, they have the advantage of entering combat w/ Luck Points in their pool.
*Witch: To gain Luck, they'd pass out fortune & misfortune (via spells, especially Hex Cantrips), though I'd grant Deception, Intimidate, or Recall Knowledge working too as well as casting a Patron's spells. The Hex Cantrips I'd base on Bard Compositions (& PF1 hexes), except single target (but still one-action). I'd reframe Cackle as the one that mirrors Dirge of Doom, giving fear.
When the Witch cashes out their luck it might be for a metamagic effect on a spell (maybe only Patron/fortune/misfortune Spells) or for a boosted effect on a normal Hex. Example, there might be a two-action Ice Hex that takes one Luck point (so that the Witch could cast a 1-action Hex & this one too in the first round.) If the Witch spent two Luck points it might reduce speed or slow while if the Witch spent three (note this is only possible at higher levels) then they might get Icy Tomb (it essentially being a high-level Finisher).
The static bonus for keeping one's Luck might a modest bonus to damage spells (maybe 1/2 the comparable Sorcerer feat) or maybe increasing the level of Incapication spells, though other options should be created too.
*Oracle: If Revelation abilities get boosted by Luck (and I think in this framework they should), then Curses seem the mechanic to gain luck (as ironic as that may seem). Accept the Curse, gain power.
Specific Revelations should grant other means too like casting a Positive spell for a Life Revelation or Fire spell for Fire. (There might be more stages to Curses to allow for multiple charge-ups.) Other than Religion, I don't see much room for skills to gain Luck, though maybe specific Revelations might unlock some (like Acrobatics for Fire or Medicine for Life.) In fact, most everything about the Luck Pools would be Revelation-specific, so this would take some work (albeit the kind I find fun and engaging!)
The boosts to Revelations would be similar to that with Witch Hexes. The more Luck you pay into it, the greater the effect (so a Healing Revelation ability might move from touch to ranged to targets in area). Static boosts would vary too, with maybe a Battle Oracle at max Luck (3) gaining Master Proficiency in a chosen weapon (which they built up for and might wish to cash out for a Finisher effect).
The gist is, as with Hexes, I'd shift Revelations to be more central to an Oracle's actions in combat. I'd make them more usable than now (albeit with Luck as a price to slow down spamming too much power). To balance w/ a Witch I might have Revelations grant ample non-Divine spell access to mirror what a Patron grants. Also with this breadth and the boost to Hexes & Revelations, I might lower both classes' slotted spells per day (or nix any feats that grant bonus spells or improve generic spells).
General: As well as building up a decent static bonus then spending it (or not), I think it'd be cool if these classes had other feat options for spending their Luck. So maybe Reactions for minor saving throw bonuses that spend Luck, but only activate if that difference will change the save's results (or the enemy's save!). Same perhaps w/ attack or AC for a Swashbuckler or Investigator. A +1/-1 that uses a resource and only activates when that would tilt results seems pretty cool & thematic for all these classes built around luck or making enemy's unlucky.
They might even be ingrained in the class, so that a Witch at 1st level has a Reaction to give a -1 penalty to an enemy's save within 30' and only if it changes the result while an Oracle might has a Reaction for +1 for an ally, the Swashbuckler for +1 attack, & the Investigator +1 AC (or -1 to enemy's attack). All using a Luck point naturally, though maybe increase the bonus/penalty if they spend more.
I think I captured what I was aiming for here. Hopefully it appeals to y'all and maybe some devs. Thanks for reading & Cheers.
Yep. Not kidding. (And I see another group succeeded as well.)
The party:
A Halfling Monk w/ Crane & Wild Winds & Disrupt Ki
A reach Fighter, Human (wielding the Holy Rune)
A Dwarf Paladin (Ded: Cleric), w/ Aura of Faith & much healing
An Elf Wizard (Ded: Fighter), archer
So three high AC melee that trigger demon weaknesses (and have ways of gaining extra attacks) and a fourth who had the cold iron arrows, the Paladin's aura, and various spells to trigger weaknesses too.
Here's a summary of how it went down:
Event 1: Slaver Demons: Not much of a battle, partly due to monster tactics of using special abilities first. Focused fire whittled them pretty fast. They might have disarmed once.
Event 2: Treachery Demons: This could have been severe, but these tactics were horrible (likely intentionally so). The party engaged one before it could get Reverse Gravity going so it was obliged to melee. It hit less than it should have, and died fairly fast. Its ally (as per tactics) set up Reverse Gravity and threw ranged spells, but only Dispel Magic could reach the party (though that did suppress the Holy Rune weapon!). The party hid behind pillars so the demon had to approach (Dim Door) and it got swarmed. So no Confusion issues (the first one had an attempt disrupted after it was missing too much).
Event 3: The Fighter stayed near the Paladin to get the bonus Good damage (and Weakness trigger), but two Cones of Cold wiped this one pretty fast anyway (though the demons anger did make the Wizard quicken a Mirror Image after rousing anger with the first). Cloudkill and similar effects don't do much to a party with three PCs that turn Fort successes into critical successes. Monk even had a Ring against the acid
First Respite: Using 1.5 rules, the Treat Wounds ability brought the party to full far too cheaply...
Event 4: The Dread Wraiths focused fire (as per tactics) on the Fighter who made all his saves. No threat. Paladin's Ghost Touch chewed them up.
Event 5: Some of the party investigated the churning ground and got blasted for it. The Ghost Mages cast their Cones of Cold and wailed, but were ineffectual after that. The Lich launched a few good spells, but still had a few strong ones (especially in 1.5 update) unspent when it died. Not as severe as I'd thought it'd be, especially with the new boost to many damage spells, but the Lich just doesn't have many h.p. if you can get past resistance.
Event 6: The Wizard cast Fly on the Monk & Fighter to fight the Demi-Lich while the Paladin & Wizard (as a Fire Elemental w/ persistent fire damage) wrecked the Mummies. They did wreck the Wizard back, but the Paladin was there w/ healing. Having six or so Mummies on fire was pretty funny.
The Demi-Lich's Wail of the Banshee hit the Monk & Paladin w/ Drain 3 (!), which would catch up with them later. The Demi-Lich missed w/ Polar Ray, had a long recharge, then Mazed the Fighter. This of course screws up its action economy as it needs to fly & maintain Maze, so when its Polar Ray recharged (after a miss the first time) it dropped the Maze and critted the Monk for 100+ damage. Funnily enough, the Wizard misidentified Maze as a death/disintegrate spell, so the Fighter's reappearance (and then soon disappearance due to Maze again) was humorous. Another long Polar Ray recharge later, it blasted the Monk again, then Mazed him. The Demi-Lich flew up because the Paladin & Wizard had cleaned out the mummies, but not high enough because the Wizard Enlarged the Paladin. So it flew higher and with the Fly spells ending (as it would assumably know standard durations) it just let the Mazes go. The Monk ran up the wall and destroyed it. So quite a long battle, but with fewer Polar Rays than one would expect.
Two people w/ Drain 3 wasn't so bad in retrospect.
Second Respite: A round of Treat Wounds helped again, saving some resources. Had no Restorations for Drain though.
Event 7: Boar Demons: I predicted this would be the end, and without new Treat Wounds rules and earlier luck, it would've been. And still should've been. But...
So the Wizard ID's the demons, notes the Acid Weakness and casts Acid Splash, scoring a critical success....and persistent acid damage. The Light of Avarice hits three, but two shake it off soon with nat 20s. But still there are drooling boars now in the air, and no Fly spells (or Wild Winds stance due to ki being spent to survive Polar Rays). Unlike the other big thugs, the Boar Demons roll just fine, mauling most everyone. The archer thinks Mirror Image will help, but gets critted after the demon laughs. Hero Point to stay at 1 h.p. then Dim Door out. But that demon's still burning from the acid several rounds later so the Wizard did his job. The Paladin, who had been burning up healing was too slow to move to the other one and the second Light of Avarice hit his bow (and the other guys' stuff too). Had more healing to do anyway.
The Fighter and Monk fought the other one, with the Fighter using Felling Strike to bring it down to the ground. Then he pinned it there with the +1 Cold Iron Dagger. This didn't keep the demon from wrecking them though! (So it didn't mind being grounded that much) It scared the Monk away w/ Intimidate and devastated the Fighter. Both sides were in tatters, but it was the persistent Disrupt Ki that finally did that one in. Meanwhile, the acid kept burning the remaining demon! It was pretty ridiculous as that demon had taken little other damage, but was badly hurt. It started taking only one swing (using the last action to fly) so it could use its drool to wash away the acid, but maybe five or so times of that failed too.
At one point the Elf had swung back around to shoot, but the demon, so angry about the acid, went over and knocked him to the edge of death. The Paladin had to throw him down the stairs where the Fighter could push him down further then return to guard the entrance. The demon hit PCs a few more times, but eventually it succumbed to the acid.
The encounter burned well over half the spell healing (many hundred h.p.), plus most of the potions (so none left), so that even the low level wand came out.
Event 8: Felt pretty easy after all that! The Toads' odors only got the Wizard who retreated to the altar having ID'd that Paranoia would come next.
(He was also pretty hurt, but still had Mirror Image up.) He used the reroll there to break free while a fairly standard (if painful) melee ensued, with the Paladin mixed in the middle using the wand in one hand (to keep people alive) and axe in the other.
So at the end of that there was one wand charge and one Heal from the Paladin (and just enough time to cast them) which brought the party up to about 1/2 to 2/3 max h.p. I was thinking it was funny because the party gets one "free" monster pass, and this last could be it...but they didn't need it.
Event 9: "Demonic Doom" So the party's spread out in the middle of the temple so as to guard the stairs. The Wizard had put up See Invisibility during the two round gap, so his face blanched when it came in, signaling the Monk that something was amongst them. Luckily for the party, the demon barely fit in between so the tail wasn't as devastating as it could have been if some had to move in. The party swung at air (actually the correct location, but still missed.) The Paladin crit failed the Divine Decree, so was hanging by a thread as the demon first appears.
Fighter gets a first hit, so party's starting well. He uses Holy Rune to gain h.p. and jaw drops when he gets 32 h.p. back.
Luckily (you'll see why), the Wizard was paralyzed by the demon's gaze so as per written tactics was the first attacked. This triggered a Retributive Strike from the Paladin who successfully hit, doing persistent Good damage.
(Can you see where this is headed?)
Wizard takes nearly 100 h.p., goes down. Eventually stabilizes.
Party misses all around.
Demon turns on Paladin...
Hit. Hero Point to stay at one.
Hit. Hero Point to stay at one.
Miss, and misses all around for the party too.
Dwarf goes down to a crit next round, eventually stabilizes.
Monk wounded more after just being tripped by tail. Fighter implores him to flank, but Monk can take only one more hit so balks at moving. Soon falls.
(Monk later fails to stabilize, dies, having used a Hero Point to survive one of the Polar Ray blasts.)
"Wait, it's just me?"
So the Mutilation Demon has lived up to its name...until now. It goes a couple rounds only hitting once, which seems plenty because the Fighter just doesn't hit at all. He mostly manages to avoid the gaze's effects and completely nails the saves vs. the bite. Meanwhile, the persistent Good damage keeps ticking away.
After several rounds, it should still end ugly. The Fighter can only take one more hit and the Mutilation Demon has over a third its hit points.
Then big whiff…no hits. (Note that except for "secret" skills/Perc I roll in front of my players.)
Fighter misses.
Demon still failing to shake the persistent Good damage, but it's only one hit from victory so it doesn't fly and use reach. The Fighter's not hitting anyway.
Another round of whiffs for the demon!
(We're talking about 2% chance of this occurring even one round!)
Then the Fighter hits. Twice. About 100 h.p. (after Weakness).
He uses the Holy Rune to heal! Yay!
Mutilation Demon quells hope by dropping the Fighter with a barrage, but...it didn't have enough hit points to survive past the round. It dies due to persistent damage, which had done over half its h.p.
Fighter stabilizes...
So yep, after all the demons & undead were cleared out, 3 out of 4 PCs were alive, even if unconscious. And there were somewhere in the area of 60 rolls vs. persistent damage, only one succeeding for a nearly dead mummy.
So I thought I'd collect some of the PF2 nomenclature that's developed since the public playtest announcement as well as add some I think helps w/ playtest discussion. It's neither authoritative nor exhaustive, so feel free to contribute/alter/clarify if done in good faith.
*PF1 & PF2: Names for the editions of Pathfinder so they don't get mixed up between 1st ed & 2nd ed D&D.
*Alpha Test: The playtest before this one
*Beta Test: The current playtest
*Gamma Test: The playtest after this one. (Kidding! Kinda...)
* <10> System: The +10/-10 crit success/success/fail/crit fail d20 mechanic.
*3-Action System: Just what it says, plus the 1 Reaction per turn.
*ABCD Chargen: Character generation in PF2.
A=Ancestry, B=Background, C=Class, & D=Destiny
(The last one you won't find in Paizo material, but it needed to be a "D", right? I'm also prone to calling the stat boosts at 5th, 10th, 15th, & 20th Destiny Boosts.)
*Max 7 AC System: The mechanic that armor bonus + Dex cap at 7 (sans potency & separate factors), and the ramifications thereof.
*Standard Max AC: 10 (base) + Level + 7 + 1 at 3rd (& +1 every 4th level after that). (Yes, classes that get Expert+ proficiency can surpass this, but a "standard" PC cannot.)
*MAP: Multiple Attack Penalty
*Baseline PC: The expected level of PC proficiency, mechanically.
*Maximal PC: The maximum a hypothetical PC can achieve, mechanically.
(Of course then, how much difference should there be is the pertinent question, right?)
*Dedications: Blanket term for all the hybrid classes made via Archetypes, Prestige Classes, & Multi-Classing.
(I think the original terms are misleading to those with D&D/PF experience.)
Fighter/D-Rogue: Fighter who took a Rogue Dedication.
Fighter/D-Rogue/D-Pirate: ...then a Pirate Dedication afterward.
*Monster Toughness: AC, h.p., Saves, defensive magic, etc.
*Monster Roughness: Attack, Damage, AoEs, special effects, extra attacks (including AoOs), Immunities/Resistances/Weaknesses, etc.
I developed these two monster terms because many comments deal w/ attack bonus w/o addressing damage, or h.p. w/o addressing AC. They're all part of package deals. Ex. A common rule of thumb about Monster Toughness is that those many monsters that have +50% or so h.p. over PC expectations also have -3 AC from Standard Max AC. Since that lower AC translates to monsters taking about +50% damage from attacks, it balances. Similarly, monsters w/ higher attacks than PCs often do less damage, again balancing for the same level. Note that both of these types of shifts make for less fluctuation in battle, which is advantageous to PCs who typically have the upper hand. Also, getting more crits is fun as is making 2nd attacks worthwhile!
*Initial Damage: The damage coming from the attack, including increases from critical successes & critical failures.
*Applied Damage: The damage after Weaknesses, DR-, Resistances, Hardness, etc.
(I came up w/ those to properly discuss how shields work! Also useful when clarifying when a save occurs (et al).)
Here are some phrases that might help when discussing the +1 per PC level proficiency system:
+1 per level High Fantasy Progression
+1/2 per level Low Fantasy Progression (Sword & Sorcery)
+0 per level Gritty Progression (or Bounded Progression)
Another alternative would be "+1 per level" being Legendary Progression, as I think any lesser progression would likely balance better if they stripped out Legendary options as well. Then you could have +1/2 Master Progression & +0 being Expert Progression. Of course, any alteration causes imbalances throughout, especially re: magic & spells, but it's a start for those wishing to discuss alternative rates of progress.
Yet let's not forget...
+2 per level Cosmic Anime, Super-Duper Progression! (Right?!)
Okay, a better name might be Super Fantasy Progression, and that would help w/ any campaign with great & immediate disparity between the elites and the normal folk, i.e. the Exalted RPG. Master & Legendary access would likely need to come sooner and w/ extra skill points to get them.
So here are two ways to mechanically analyze threats in PF2.
MONSTER LEVEL (assuming equally tough battles/XP)
Minion, Monster level < PC level
PCs do reliable damage, often do double damage. Magic Missile sucks, but other spells, maneuvers, & effects reliable.
Monsters usually fail on saves, need numbers & tactics to overwhelm.
Thug, Monster level = PC level
PCs & Monsters need tactics to gain advantage/reliability (though PCs typically have numbers too). AoEs mediocre. Targeted spells, effects, & maneuvers iffy, but w/ good payoff. Magic Missiles solid.
(One thing to note here is asking to hit monsters of equal level more often is also asking for them to hit you more often. Moving toward rocket tag like this favors the underdog.)
Boss, Monster level > PC level
PCs now need to use their numbers & tactics to overwhelm & can expect to fail on saves. AoEs & targeted spells unreliable, so look for ones that have effects even w/ a successful save. Magic Missile OP!
Monster needs AoEs and reliable hits/occasional crits to compete against action economy. Relies on AC & saves more than h.p. to stay alive.
FIVE ENEMY TYPES
Super Oozy: Example, most oozes (and little else)
AC: Minimal, but immune to crits, use 3rd Strike
Other: Often immune to some types of damage
Hit points: Triple normal
Extra Meaty: Example, zombies, trolls
AC: 5 below standard max, use 2nd Strike
Other: Have significant weaknesses too
Hit Points: Double normal
Plump: Example, most martial monsters
AC: 3 below standard max, attempt 2nd Strike
Other: Usually few or no weaknesses or resistances
Hit Points: +50%
(So yes, most monsters, because their h.p. are less protected, benefit less from healing than a PC does.)
Shelled: Example, PCs, Ankylosaurus
AC: Standard Max, 1st Strikes might be it
Other: Usually no weaknesses or resistances
Also can be AC-3, but w/ many resistances like Devils & Incorporeal
Hit Points: PC standard
(So yes, a negative channeler healing Incorporeal Undead is far worse than one healing equal level Zombies!)
Pesky: Example, Will O' Wisp
AC: Standard Max +, (Strike it? I can hardly find it!)
Other: Immunities and/or resistances, + other defensive abilities
Hit Points: 1/3 below standard
Standard Max AC
Level + 7 (Armor/Dex Max) + 1 (at 3rd & every 4th level afterward)
(I don't necessarily agree that lower levels should have Armor/Dex Max 7 as an assumption, especially for faster foes, but the Bestiary numbers lean that way.)
So monsters mechanically balance, at least defensively. PCs should have a variety of attack options to properly exploit weaknesses/circumvent resistances.
Of course, it's more likely monsters are designed modularly, mixing & matching w/ each addition/subtraction having its own ramifications.
The Vampire Template gives clues as to how this might work (as does Paizo's suggestion to build vampires from scratch when possible).
You can see some distinction when you look at demons (higher h.p. + weaknesses) vs. devils (resistances). Compare Fire Demon (20th level, 460 h.p.) w/ Pit Fiend (20th level, 300 h.p.) Both have AC 44 (3 below Standard Max), nearly even saves, & immunity to fire, but the Fire Demon has several Weaknesses 20 and the Pit Fiend has Fast Healing 30 & Resistance 15 to most physical.
Addendum:
Those types of monsters were sorted mainly by defensive traits or "Toughness". One could also look at offensive balance or "Roughness". In that vein, a creature w/ high attack & low damage works well as a minion because their attacks will stay relevant by overcoming a higher level PC's main defense, AC. On the flip side, a creature with lower attack, but higher damage (or perhaps AoE damage) works well as a boss because AC is less a factor (and healing is more of one). Orcs are a noteworthy exception as minions because though they lean toward lower attack/more damage, their Ferocity keeps them in the fight extra long (so more flanks & chances).
Ogre Magi, for example, work well as both. They have the AoE via Cone of Cold as a boss, but their martial offense leans higher attack/lower damage than PC norms, which suits a minion.
And a Plump or Extra Meaty boss makes the battle less swingy (because PC reliability is higher vs. the lower AC) than vs. a Shelled boss even though they're defensively similar. The inverse, Shelled minions, makes a battle more certain for whoever has the advantage. Though the amount of certainty isn't typically a factor when PCs have a distinct advantage, it's something to consider when pushing the envelope on danger level.
So here we have part III.
I'm feeling a bit wonky, so hopefully didn't err too much!
General: Essentially the PCs are Heal Team Six, and this section tests healing mechanics as PCs face undead, debilatating conditions, & a siege disguised as a mystery. So Paizo's testing to see if a massive amount of healing can be taxed and/or is necessary.
If you can run combats quickly, you can do this in one session. If not, you may as well time for two as it's primarily fighting. I prefer the intensity of pressure doing one session, though two would aid if you'd like to indulge in the gothic-horror atmosphere via extensive description. The story doesn't support this, and neither does having fresh PCs, but if your group can imbue it with RPing energy, go for it.
There are plenty of potential conditions, so you may wish to make condition cards and set up a handy tracking system, one that can handle rounds of poison too. The same condition doesn't stack with itself (unless the entry says otherwise like with the shadows), but does stack with other conditions.
The map is huge, so you may wish to draw it on scratch paper until actual combat begins which will likely be limited to the foyer and adjacent areas (for pre-drawing). Make a point of clarifying the ceiling heights. And yes, unless I missed something the library ceiling feels really low, and likely should be as high as the foyer otherwise the stairs are just really long ramps. Also there are few windows. The (soon to be broken) ones facing sunrise & sunset (it being a Sarenrae house) being the exceptions.
Arrival: The players arrive before sunset, but will need a cushion for the longer investigation options. So maybe 30 minutes to sunset, then 10 to arrival.
Investigation: Bored PCs gonna roam...and be quite suspicious. Expect them to have plenty of their own fears so practice that straight face so their guesses don't surprise you. If going for one session, it's best to narrate through this part in large swathes, as sadly it's of little consequence. Success changes hardly anything (except perhaps who first opens the door!), so no reason to dwell on the minutiae of every search.
Which also means if the PCs are nice, polite guests, there's no reason to pressure the players to roam. Just fast forward.
What can be worthwhile is interaction with the NPCs (even if it's not until after the first fight). They should be friendly and helpful, which might make players suspicious, but should add some gravitas for when the NPCs are threatened. Given their abilities & knowledge of the house, they (likely Lucvi) can suggest the silver knives or garlic cloves after the first vampires (not that they're of great aid, but she's trying).
Event 1: As it states, a low threat challenge, but it can be quite a scare if the professor is the one opening the door and the PCs are a few moves back! Add or subtract ghasts to adjust for party size.
And no, ghoul fever doesn't matter given the time frame.
Event 2: Also low. Remember the Spawn have a climb speed and do okay when flanking, but don't expect much here unless there's a lucky paralyzation or grapple/suck. I'd add elite templates to the Spawn for larger groups or subtract ghasts for smaller.
Event 3: The timing is odd because of the offscreen triggers, but that might stretch out the party enough to make tactics awkward for them. The wights take a good amount of punishment, but don't hit much so should flank when possible, maybe even Intimidate or do something else rather than Strike twice. Players generally know wights give negative levels, so maybe play up how their hands are wreathed in crackling dark energy. A failed save against that at least will aid attrition, so attack foes not enervated (since it doesn't stack).
The poltergeist's invisibility requires DC 31 to spot. Remember it'll need to take an action to fly/sneak every turn. It's pretty effective and makes for great visuals, but is still only level 5 so don't count on much (especially if the players can detect it via magic.) Note how slow it is for a flyer. It's fright works best when the wights can target the same people, otherwise it's just making itself a soon-dead target.
I'd maybe add another poltergeist for more PCs, though have it try to keep away from the other one due to AoEs and such. I'd take the elite template away from a few wights for smaller groups because two from each window feels better than losing some.
Event 4: While there might be a lingering effect or two from those encounters, don't expect PCs to have lost steam. That may change here.
The zombies, of course, are a distraction (though parties may throw too much firepower at them). If the party's in the library, zombies on the second floor may split them as some chase. Then when the shadows enter they can focus on whoever's most isolated or just somebody on the stairwell to cut him off. If the party's elsewhere, it's awkward because the shadows may burst onto an empty scene. Then have them sneak forward a round or two while the party kills the zombies and focus fire on whoever's isolated. They shouldn't use Darkness because at this level (7th) a Light cantrip (4th) undoes it. It's only two hits to make a regular shadow, so have stats/figures ready for them too. Since they can only make one shadow per PC, have them spread the love around.
I'd use elite/weak templates on the shadows for larger/smaller parties, as the zombies are meat-fluff.
It's unlikely any PCs will be at risk here, it's just those enfeeblements stack plus some attrition of spells.
Restoration: There's a ten minute window here so there's time to barely fit in a Restoration (if the caster doesn't dally!) Each PC can only get one Restoration per day...
(I do not know if "Other healing" in the survey includes these types of spells, so am only counting ones which cure hit points until informed otherwise.)
Event 5: So here we have a genius level boss w/ a full rack of spells. You have to decide what tactics are legitimate given its knowledge and the lack of tactics in the scenario (other than to clear the door).
And note that despite the picture, it's not undead.
To precast or not to precast? Ilvoresh should likely have Mirror Image up, plus might even cast Invisibility on itself and the Spawns. This isn't as unbalancing as it seems, as Invisibility is worth less than future Mirror Images on itself. Also, seeing the door get cleared away, but nothing obvious doing it, makes a cool start.
An early AoE isn't so bad because invisible Spawns can start their healing, then sneak into position for a flanked strike later against a non-martial or non-melee foe (remember, Ilvoresh has telepathy which can coordinate them silently).
True Strike is its bread & butter, making a likely crit more so.
Though it doesn't have reach, flight can be useful for positioning. Remember it takes an action to maintain flight, so landing works well if wanting to cast & get a Strike in the next round. Remember, the party likely wants to come to it anyway, so feel free to fire from afar.
Mirror Image, especially with its AC as a higher level foe & possible enfeeblement from the shadows, is really nice and should be replenished as able. This will drag out the battle, so measure vs. players' patience!
The third level spells are mediocre compared to its powerful bite, though it may Dispel something like an opponent's Mirror Image.
Tee hee...
Confusion is "nicer" than Suggestion because the latter might take a player out of the game w/ a crit fail, but both are harsh if pulled off.
I'd suggest Ilvorish biting/poisoning until surrounded, then flying up and tossing a Confusion or two on martials near each other.
As far as I can tell, the Slow effect from its poison is a condition given by the poison that stays afterward, much like most conditions do. (Until a night's rest I suppose.) That seems RAW (and raw!), but I can see it be interpreted as ending when the poison's over.
For larger/smaller parties, add/subtract Spawn.
Yes, this can be a long & taxing battle (especially if Mirror Images keep coming back or a PC crit-fails a key Will save), but the PCs likely have lots of healing left. It's not like they all have to survive anyway...
Mission briefing
The RPing is frontloaded so focus on progress of story and the efforts taking place. Be generous w/ info, assuming some of your players connect better with a larger, more personal story.
Kamisora is from Ustalav, Golarion's Transylvania, the location of the next adventure if you want to make an accent for both.
Explicitly mention camels provided, and review mount rules before proceeding. Do you want them to be static platforms, active non-combatants, or full participants?
Each extra step requires a larger investment of study, as Handle Animal, Ride, & controlling in battle are awkward rules.
The +1 Weapon should likely go to a martial melee person w/ low weapon dice, as the tough battles will be toughest for them.
The scenario balances:
Outdoor expertise: Gives more time for other two
Combat skills: Lowers rest time, aids w/ getting clue McGuffins
Research/Magic skills: Gives final payoff (though w/ time & clue McGuffins, becomes much easier).
There's supposed to be a sense of urgency, but the PCs don't really have a way to determine this. I let a Society check determine that they heard the Night Heralds should reach Pale Mountain in about a week, to give PCs a countdown.
The hidden factor re: outdoor skills is that at these low levels (pre-Mastery), Wisdom (and a willingness to put some ranks in Survival and maybe Nature) is more important than what class you are. And the same for the magic skills w/ Wis & Int.
Traveling:
The basics are PCs can cover 4 miles per day per 5' movement.
Camels move at 35', so should at least be ridden through the longest, safest leg of the journey. As the scenario mentions, it should only take about 5 days, even doing poorly.
Then we hit the difficult terrain.
2 miles of brush, B1
2 miles of desert, B2 & B3
4 miles of mountains, B4 & B5
Unless the party really chokes going over the mountains this should take a day, though they may rest again before entering the tomb.
Advancing monsters: A lot of the encounters have a superior creature who likely shouldn't be advanced (except the Manticore, who's alone), so I'd advise adding elite templates to lesser creatures or adding more minions if there are several and there's space to handle them.
Tactics
B1. Hyenas: Focus fire on one PC for a proper scare as they probably get pulled off their camel & dragged behind another hyena. Only the last hyena should trigger Pack Attack, which hopefully scares PCs more. With the three action system, a PC can stand & stride behind allies to safety, so it's not as dangerous as it sounds (barring crits!).
B2. Figure out how you want to handle a mount taking itself & its rider into quicksand. Since the encounter is perhaps too easy without quicksand, maybe have the PC fall off the mount. (A camel has +6 Athletics, so should be able to exit.)
Inform players of the Hold Breath action, as it makes a huge difference. Also figure out how you want to address rope & camels pulling said rope.
The Ankhrav will likely die fast, so get that acid spray out there so the players are torn between rescuing & dousing acid.
(The camels have 30 h.p., so should be able to weather the acid until the players can help, especially if the camels roll around to get it off.)
B3. The gnolls make poor archers, but if using the tents & Take Cover, should draw in PCs close enough that they can run out and jump them w/ the scorpion. All three can reliably leap for distance then swim the river really fast!
The PCs likely should leave their mounts here if they haven't left them already, as the climbing soon begins.
B4. Manticores make awesome archers and can unload a ton of damage. Remember it needs to take a fly action every round to stay aloft, and likely wants to stay between 35' to 50' away.
(And yes, using Stealth to approach in a wide-open sky is silly, so maybe switch to Perception.)
B5. The tight 10' or so trail makes it hard to use Pack Attack, but with Zakfah's longspear he can help. Without stats, the longspear, though low damage for his level, only gets a mediocre attack bonus by default since the low damage/high attack rules for NPCs are invisible at this time. It's +8 attack, 1d8+4 damage, so drop when it's not aiding Pack Attack. Bark Orders can help switch out an injured Gnoll in the front, and archery from the back might get the Pack Attack bonus.
That said, I doubt they want to fight anyway.
C1. Straightforward
C2. It's doubtful the PCs want to enter here (even more C3!), but if the PCs require light the elementals can simply wait off in the darkness until the super fast Water Elemental can swoop in on a split party member or swimmer. Meanwhile the Earth Elemental should burrow under them to be ready. Crumble is fun, BTW.
C3. Since the elementals immediately attack, the lava is unlikely to come into play, but the Air Elemental should try to push people in it or just off the edge if possible. It usually benefits the Air Elemental to reform out of reach since it can close and Strike twice easily enough.
C4. Don't let the labyrinth portion distract you since it shouldn't come into play. This puzzle is of course, the key & clock which all the other events feed into.
C5. Mummies! Yes, minor mummies, but most PF1 players know of no such thing. And there's the great cover picture too. Sadly, "corners" in a room shaped like that isn't a clear descriptor, but you can put mummies in the back area's corners for after they've braved past the dead in the other room, or one in each wing for less focused fire.
The description of Mabar might suggest rescue or "don't waken!", so there's that. If rescued, use the opportunity to feed in some of the background the other sections of Doomsday Dawn don't provide.
C6. Here we have the classic dilemma of what to do when there's a trap to deactivate, but which activates upon being seen, so how does one know of it to approach safely? I suggest erring on the side of where the players invested. If they took an ability to sense traps beforehand, let it function.
There's a lot of Bulk in this room, which might justify the Night Heralds catching up (despite Henah's speed...)
C7. Practically irrelevant.
Night Heralds:
Unless the party really gets jammed up somewhere (or you just want them to fight like I did) this encounter is unlikely. Also unless the party made off with several gems & the strong items in C6 (and ID'd them/can use them), you might want to let them rest beforehand unless it does hit the 9th day.
Tactics: Depends on location, right? Despite Henah being a melee powerhouse, this group works quite well at range.
Henah: Stand in front and smash. Note how slow she is, so she may wish to start w/ bow out in open territory.
Libar/Scout: Should prefer ranged, shooting whoever Henah hurts worst, but a decent flanker if pressed.
Motek/Gorum Cleric: With Spiritual Weapon, Sound Burst, & Harm, he can do reliable damage that draws a PC to him for a surprise that he likes melee too. Then drop SW concentration because attack penalties come from both, and find a flank buddy.
Randwik/Necromancer: Start w/ Web scroll in hand. Main influence is through terrain control, maybe after Henah has engaged a PC, try to slow down the others w/ Web. Use Grease to make people prone next to her or Motek while also helping them not get surrounded. Magic Missile to finish off weakened enemies. Will likely be the target of PCs, so keep back & behind cover & allies if possible (especially since it's so easy to close & skirmish in PF2).
That's about it. Hope that was of help for some of y'all.
Cheers.
So under "Starting Wealth" the PCs get 100 g.p. and that's elsewhere clarified to be for mundane items. For combat balance, magic items are off a set list, but it seems the meager 100 g.p. could imbalance issues, especially if the players know their PCs are Worldwound veterans (which they do).
In Golarion, what's mundane? So at one end we get items labeled as magic or alchemical items which use Resonance, both obviously not mundane. Items in the Core book that we also have in reality could be considered mundane. It seems the line gets a bit blurry in between though.
Like what about other alchemical items? We have the basics like Tinder Twigs & Sun Rods, which should have minimal combat effect and are generally considered mundane by most players. But same w/ Alchemist's Fire, which could then be put into the hands of an Alchemist for decent effect. Heck, with demon weaknesses many minor items have decent effects, especially if persistent. That's a lot of firepower available in that 100 g.p.
And special materials. Silver's mundane, so does that mean Cold Iron is? That could be a game changer too. And many players will know this.
And Holy Water?
So when I tell my players "mundane items only" what exactly am I saying to them? What guidelines should I give (given that this section of Doomsday Dawn wants well-calibrated combat results & I don't want to audit all their purchases)?
So it's obvious that spells & effects which cure hit points qualify for Question 3, but what about Restoration or other healing that deals with conditions or other wounding situations?
Neutralize Poison being another example.
Or temp hit points bursts (other than a Barb's rage which is a default)?
I'm looking for a Paizo answer, and will assume those don't count for now for when the survey comes out, despite my party casting several. (And needing to!)
For what aid it might offer, here's my wisdom for GMing Part 1 of Doomsday Dawn. Much speculation ensues, but also much of it comes from reading the results from other GMs, not just me whom most of you likely have never heard of! DD1 has given a wide range of results from TPKs in simple encounters, to other parties breezing through in a day or two of battles. I'd say dice are funny that way, but it's not always that...
A shield is highly recommended, as is exploring in "defending" mode for those with shields. If the players don't think to use one, Keleri or Talga might recommend one to "block all those prickly goblin attacks which add up fast".
If the party can't cover all the roles, a GM-PC might be worthwhile, as all the roles have a role here.
INTRO: Summarize so the players can leap right into combat!
The required backgrounds should give most of the PCs incentive or connection to the story, and PCs can be connected to one another if necessary to warrant their presence.
Emphasize:
1. The PCs have 7(ish) days. It's very important the players recognize they can recuperate. Given the difficulty of the scenario, it's expected.
2. They have two goals: recover the "Star of Desna" and secondarily, the stolen loot. They may also wish to free/kill the Goblins, and you may wish to emphasize they don't need to clear out the ossuary itself so they avoid a few taxing battles (if wise, that is).
General: Monsters focusing their attacks on one PC (focused fire) is a recurring issue that players need to account for, moreso than in the future adventures (much of it due to the map layout). It'll help if you split the enemies' initiatives as much as you're comfortable. Then players have more chances to intercede (or pull out their unconscious ally!)
Page 21 of the Bestiary has the expected XP for the level of threat faced and the amount of XP/creatures to add/subtract to adjust for parties with other than 4 PCs.
The PCs should come into A1 in Exploration Mode.
Later it might seem awkward to shift to the abstract between rooms that are so closely packed, yet Exploration Mode can be as simple as "What are you doing as you enter that next room you see right there on that map Talga drew for you?" Also, whenever there's new stimuli, such as a room description they can see from outside the room, PCs should be given the option of switching modes if nothing's been triggered.
A1, Sewer Ooze: This is as trivial as it states, I think to test out the new initiative & combat systems, and get in some solid 2nd & 3rd swings vs. a low AC opponent. Some parties have had troubles here due to crits/crit failures, but it should be a fast battle. Not worth adjusting for more players, except maybe to add h.p. so everybody gets a chance to take a turn. For fewer PCs, add the "weak" adjustment on p. 23 of the Bestiary (right after the "elite" adjustment you'll want later for larger parties).
A2, Goblins: This has proven to be a swingy battle, but remember that the Goblins wish to melee and do not have weapons out. This gives a solid round for the PCs to spread out, move their light sources in, and alleviate focused fire. If the Goblins have bows armed and pepper the party from darkness, it amplifies the danger perhaps too much (though that could be a way to adjust for a larger party w/o clogging up the map with more Goblins).
Remember to set up their "scuttle" to get flanking and that +1 damage for the dogslicers, but otherwise Goblin tactics should be as sloppy & entertaining as needed.
Add one Goblin per extra PC, maybe using bows to shoot back row foes. Subtract one per fewer PC.
Note on the Owlbear's Claw that it takes much longer in PF2 to identify magic items, and this one only works for somebody who is Expert in the weapon used...meaning a Fighter. But it does carry over into the next appearance by these PCs...where it'll likely be sold because it'll have become mostly redundant. Yep.
A3, Centipedes: An extraneous room, remember they do not pursue. Since centipedes climb they can completely swarm whoever leads, so this is a precarious situation if initiative goes poorly, though having some climb around to get to the second person can help.
Current rules do not account yet for zero damage (1d4-1 bite), so let it be zero, therefore no poison (rather than the PF1, min. 1).
Don't add centipedes to an already clogged battle, but use the elite rules to advance a few up to desired level. Subtract for fewer PCs.
A4, Bodies: Straightforward.
A5, Fungus: Fungus: Also extraneous. PCs might be able to see and (mis)identify before entering room depending on what you call "center" for where the fungus is. If PCs do enter, likely only the first row gets hit because the fungus reacts immediately.
A6, Fountain: I do not think the PCs will be aware they can fish out the idol safely, unless they get a good description of how vile the statue appears. So expect a battle.
The Quasits get 20 on die for Stealth when invisible (so 25 total), but note how many actions it takes them to cast, heal, & remain stealthy. A lot, so this gives the PCs many Seek actions to pin down squares. This can drag out the battle, so push to cycle through the Seeks quickly or just have the Quasits too angry to bother.
I wouldn't beef up the encounter, but an elite or weak array would be my suggestion if you want to adjust.
The PCs should review their resources before proceeding, as the battles get rougher. If the party does cleanse the fountain, this can be a valuable resource, though the players might miss this unless the difference is emphasized (likely on a later day).
Loud Door: Remember this could alert the A7 Goblins.
Locked Door: It pays to have high Thievery because several lockpicks have been broken on this door. The party should have enough treasure by now to replace a set.
A7, Goblins: If alerted, you might move some Goblins to the ledge, but make sure to have someone up front for the PCs to attack from within the trap's fall zone. The Goblins should aim to clog up the PCs, and definitely have the means to do so.
If not alerted (most likely), expect much the same except nobody on the ledge or yet in position.
If the PCs come from the ledge, the Goblins will likely focus fire due to lack of visible targets. This is fine here, as PCs can drop prone if needed. If PCs attempt to climb down, it's pretty rough unless they put away their gear to free up their hands! And the 15' fall hurts at this level. Awkwardly, rules don't seem to have an action w/o a feat to intentionally jump down, but you may wish to use the Leap rules to subtract distance from the fall.
You can add Goblins for bigger parties, or maybe even upgrade a few to Commandos/Pyros to avoid clutter.
A8, Skeletons: Yes, there's no stairway on the map, yet one in the description of this extraneous room. Choose as you wish, as normal stairs have minimal effect anyway. I'd give the description before the PCs enter and trigger so they can be on guard when all the focused fire gets unleashed. To alleviate somewhat, have the skeletons prone, maybe even without weapons ready.
Like the other extraneous rooms, there's no pursuit.
Make some elite to adjust the XP up, or subtract foes for down.
A9, Trapped Statue: Straightforward, but note its quick reset means the PCs will face it again returning if they didn't disarm it.
A10, Drakus: The playtest has Drakus "Revert Form" immediately, and I'd expect him not to have his sword out unless alerted. This gives the PCs a tiny break in round one. Drakus hiding actually helps the PCs get through the door which Drakus can jam up. If Drakus does jam them at the door, be patient with your players if the first PC is getting whacked hard. A PC could Strike/Step/Stride away, taking no AoO and getting safely behind the others, but looking at minis all in a crowd, it's hard to remember that (especially with a new ruleset & lack of experience).
Note that the Dire Rat is a typo in that it should be a Giant Rat, and it shouldn't be in this room! It's a remnant from an earlier version. I'd already added Giant Rats to adjust, though normal Goblins could work too. Smarter allies really boost the boss's strength due to Sneak Attack & the extra crits from flanking, so be wary.
Make Drakus "weak" for a smaller party, noting that with a smaller party the battle will be much more swingy.
A11, Altar: Straightforward, but really play up the vision and that it isn't just starlight being darkened, but stars actually dying, as this sparks the story arc. And remember an Elf may not look older if the humans are still alive!
A12 & Finale: This is the time to stoke the fires. The "Notes on the Last Theorem" and its ramifications are the foundation of everything that follows. Even though the cast of PCs switches often in the playtest, these primary PCs, Keleri, &/or the Esoteric Order of the Palatine Eye remain active, driving the narrative. I'm freely sharing this portion of out-of-character knowledge with my players, to immerse them in the heroic side of the story. This can also be a good opportunity for the PCs to reflect on their battles, get some RPing in as the players fill in their response forms.
If the PCs return the stolen loot, the 3rd level magic items (p. 349 in Core Rulebook) they get as reward are fairly worthless to their future 9th level versions. Maybe focus on items they can enhance/upgrade (or even sell to get several consumables).
Hope that helped some of y'all. Now have at it!
Cheers.
So this Prep Guide differs from the Martial Lowdown one. That one aimed to clarify what we knew (so people could prep what kind of martial they might wish to build), while this one looks at what we don't yet know (so people can determine what fringe PCs they might wish to build). Which is to say, the martial post was for the widest audience aiming to participate in the playtest while this post is to pique the interests of those wanting to explore the breadth of the system, even break it so as to fix it. Hopefully by seeding our odder ideas, we can get more people trying them out in the playtests. Two examples we know of are the Barbarian primary healer (a success, investing heavily in Medicine skill) and the intentionally low-Dex melee Monk (a success, both when mobile & toe-to-toe). There also have been several examples of non-martial classes boosting their strength and faring well in melee and a Fighter who inflicts multiple debuffs every round.
Note: None of these are among my oddest ideas! These are just ones I think are important enough to be balanced in PF2 Core via the playtest and which may not have seen enough playtest time.
Here's the list, please add your own:
ABJURER: Never saw one in PF1, so just wondering if even attractive in PF2.
ARCHER (in an unsupported class): So Clerics, Barbarians, Paladins, et al. Classes that did well as archers in PF1, but likely have no class feats to support archery in PF2, and are in classes that don't encourage Dex builds. Do they contend with the natural archers or lag too far?
DIVINER: Saw several in PF1, all single level dips and/or gateways to Prestige Classes.
HARM CLERIC: Sure, Resonance makes a Heal Cleric more attractive, but maybe the Harm Cleric packs enough oomph to lessen the need. Maybe?
IMPROVISED WEAPON USER: Whether melee or thrown, it'd be cool to see a build for a PC that makes do with what's around, or with some offbeat beatstick.
NECROMANCER: So iconic. Can a Cleric, Wizard, or even Sorcerer make a competitive army of undead? Will it endure, overwhelm, or just overtax other players' patience? Undead Lord archetype?!?
POISONER: With poisons being upgraded to being both immediate and significant, we may see more, especially with Alchemists' daily free allotments (which include poisons, right?). It'd be overdue.
POLYMORPH COMBATANT: In PF2, the Druid appears to reference spells for Wild Shape, so does that mean Druids are weaker or other classes can now contend w/ some good polymorph builds? Will short durations make this resource-intensive? Will 3-action rounds (and more rounds per fight) make it easy to transform and participate?
THROWER: I love throwers, from shurikens to hatchets. With longbows being penalized in close combat, throwing options move up a notch. But can they vie with melee builds? With shortbows? Or at all? Are they going to be as slow to come online as in PF1?
TOUCH CASTER: Other than the Magus "touching" with a weapon, touch casters struggled in PF1. With the higher attack bonuses w/ the extra crit chances, can a full caster pull off focusing on touch spells?
WONKY WEAPONS: Whether daggers, spears, staves, or whips, there are several iconic weapons that took years to become competitive in PF1 (at least in any straightforward way). How will these perform in PF2? Will there be anything akin to a Warpriest or Brawler weapon progression for small-die weapons?
WONKY PARTY BUILDS:
Can an 8 Cha party of Dwarves get by on their Resonance? (and no Alchemists, duh)
Does a party of 16+ Cha PCs exploit the system too much?
Does an all-pets party w/ group buffs break the system?
How about all Clerics? Unstoppable?
So what other builds do you wish to test or see tested that you aren't certain the playtesters have already vetted?
And of course, any playtesters who've seen these in action are welcome to share how it went.
Cheers
I was just wondering what we should look forward to in terms of party healing needs, especially when marshaling random groups.
In PFS1, CLW (and Infernal Healing) wands were ubiquitous, assuring the healer role was perpetually filled, at least to cap off hit points.
This (among other factors) lead to "at CR" encounters being trifling, and eventually going away unless there were RP aspects. I would argue it took a few seasons to work out a balance of challenge. It seems to have leveled out to where there are skill tests that can aid with some really hard encounters, but most encounters are built to face parties that have nearly full resources.
With Resonance, and the variance we'll have between a Paladin, Bard, Sorcerer, Cleric party vs. a Ranger, Rogue, Wizard, Druid party, what can we expect to see as a PFS2 (not necessarily PF2 in general) resource?
Anything? Or should we just encourage more healers (which might imbalance issues too!)?
So this post is to give a headstart toward the August 1st release for those considering playing martial PCs. With every class progressing in attack rolls, hypothetically all the classes could go martial. With the lack of some class blogs, this may be premature, but I had an itch and posting now will give time for discussion (and revision of any errors).
(And I would not mind other "Prep Guide" posts alongside!)
General:
-Shields are competitive in this system (granting DR on top of AC), though they take action investment. Simulated battles show a sword & shield PC has a 60/40 advantage vs. a two-handed weapon (THW) PC (though that doesn't factor in multiple enemies and other variables, such as how well do magic shields progress vs. magic weapons.)
-Shields are no longer weapons, but a boss (bludgeoning) or spikes (piercing) can be added, and they are fully weapons that can be moved from shield to shield. Since shields can get dented then destroyed by stronger attacks, this is kinda necessary.
-Shields won't get magic AC bonuses (armor still will), but will get other magic abilities...like hopefully breaking less often.
-Base weapon damage gets multiplied often (i.e. add 1 die per +1 of weapon) so THW PCs got some love too, though it does appear Strength damage is not multiplied by 1.5 in PF2.
-Power Attack adds a weapon die (w/ more added later), but also takes an extra action. Still a good choice for THF, but not a must-have.
-Two-Weapon Fighting (TWF) is back and contends with THW for damage, but money, buffs, sneak attack, etc. will influence this.
-Bonus dice (including Sneak Attack) do get multiplied on a crit.
-Flat-footed gives -2 to AC (only) and is a common advantage gained by flanking, tripping, feinting, and more, so don't expect to stack lots of conditonal penalties.
-Each +1 to attack (when within normal attack ranges) will also give a +1 chance to crit, so bonuses/debuffs are twice as valuable.
-Maneuvers: Offense based on Acrobatics & Athletics. Fortitude & Reflex bonuses (+10) seem to be the default defenses. Not much is known here though most of the maneuvers are returning.
-Archery: Really haven't seen class feats supporting this or even general feats. The new action economy favors melee (or seems to), as do shields, but having fewer attacks of opportunity out there aids archers. Being a switch-hitter seems more doable in PF2 (money aside).
-Weapon Choices: With all the new weapon traits, this might be as complex as choosing a class! You'll want a weapon that meshes with your feat/style/combo choices, and there are different approaches to boss battles, thug gangs, and minion hordes.
-DR/Weakness: There's less DR now, as some DR (i.e. fey vs. cold iron) has become a weakness that adds damage and other weapons do their normal damage. So there's still a place for THF to punch through DR, but also times when lots of smaller attacks take advantage of a weakness.
-Weapon sizes: It was stated (though I have a hard time accepting it) that small & medium weapons will do the same damage. Also, weapon damage will progress less with size (likely because weapon damage gets multiplied so much more in PF2.)
Main gang
BARBARIANS:
Offense: More damage (via Rage)
Defense: Temp h.p. & lower AC (both via Rage), more h.p.
Mobility: Likely still have access to fast movement & Rage powers which boost alternate movement types.
Wild Cards: Like in PF1, totems unlock some crazy stuff like flight, anti-magic, and more. Fatigue every 4th round. Other Rage powers.
Any alignment now (IIRC)
FIGHTERS:
Offense: Weapon proficiency increases faster (so more crits)
Attacks of Opportunity as a Reaction (multiple later, IIRC)
Defense: Best shield user, can be best in armor too
Mobility: Some feats combine attacks w/ movement
Wild Cards: "Combos" can set up better follow-up attacks, conditions, maneuvers, perhaps AC boosts, and who knows what else. Appear to get the best action economy w/ both weapons & shields.
Lots of positive playtest feedback on versatility & fun!
MONKS:
Offense: More attacks than others, and has special attacks, but must invest a feat if you want weapon proficiency
Defense: Saves; w/ bracers or Mage Armor AC can contend w/ other martials
Mobility: It's a Monk...
Wild Cards: Ki abilities open up lots of options. The strikes w/ special abilities are a mixed bag. There are various fighting styles too.
Also any alignment now.
PALADIN:
Offense: Damage vs. enemies w/ weakness to Good
Defense: Best w/ armor, Divine Grace as reaction, self-healing, auras, the royalty of defense
Mobility: It's a Paladin...
Wild Cards: Not sure what form its holy abilities will take
Still LG
RANGER: (pre-blog post)
Offense: Favored enemy? Hopefully more like a Slayer now.
Defense: Likely nothing special
Mobility: Likely terrain based, maybe foot speed too.
Wild Cards: Pets? Teamwork? Traps? What level of skills? TWF? Archery? Other combat styles? Debuff/assassination?
ROGUE:
Offense: Sneak Attack (easier in PF2) & debuffs, also believed only Dex-to-damage class, but w/ smaller weapons
Defense: Debuffs, +2 AC as reaction, fewer h.p., Evasion
Mobility: Nothing special noted, but hopefully can feint while moving and weave through melee.
Wild Cards: Unknown how powerful their ample skills (especially Acrobatics & Athletics) will be in combat.
Other classes
Not sure how many combat feats are available via general feats, which I think most of these classes would rely on.
Alchemist: Throwing alchemy is their main shtick. Will have less-powerful mutagens that come online later, but can be distributed. One playtester refrained from mutagens because he was so strong! Alchemists are a wild card, especially with the expanded alchemy available.
Bards: A melee contender if built for it (according to one playtester), but little is known of how their songs & spells would aid here. Likely they don't have special martial abilities and rely on standard attacks & bardic buffs.
Cleric: Likely using standard attacks w/ spell buffs, but with the expansion of domain powers, expect some divine boosts from Strength, War, etc. Also can self-heal while attacking.
Druid: Sounds like both pets & shape-shifters will make for viable melee combatants, but don't expect this to be simple!
Wizard/Sorcerer: The action economy & rarity of attacks of opportunity allow for them to strike & cast each round, but even if they get a spell-strike ability (like a Magus), it'd take some system mastery to go melee with such low h.p.
The Five Tier System
If it's not already intrinsic to PF2, I would suggest we move toward this so there's consistency across conditions & abilities. Simply said, it's having 5 layers to each (or most) statuses.
Examples already in play:
Skill system: Untrained, Trained, Expert, Master, Legend
Death system: Not dying, Death 1-4
Fear system (PF1): Not afraid, Shaken, Frightened, Panicked, Cowering
Items have 5 tiers too and I expect the PF2 poison & disease systems are also similar. Paizo has said there will be numbers alongside conditions already (so yes, they may already have this pattern in mind).
I think this could be applied broadly:
Slow: Not slowed, slow 1 (lose 1 action, -1 to appropriate d20 rolls), slow 2 (lose 2 actions, -2 to d20s, -5 move), slow 3 (free actions only, -3 to d20s)), slow 4 (zero actions)
Perhaps the petrification system uses the Slow track, ending in being petrified instead. Paralysis could work the same way.
Hampered, Entangled, & several other conditions could use this too.
Basic layout:
Normal Status
Condition 1 (+/-1 so some rolls)
Condition 2 (+/-2 plus one boon/bane)
Condition 3 (+/-3 plus more intense boon/bane)
Condition 4 (+/-4 plus game changing boon/bane)
I think it'd be cool to see more positive examples in play too.
Example: Heroism 1 (i.e. Bless) might give +1 & cancel out 1 level of fear while Heroism 2 gives +2 and maybe some temp h.p., Heroism 3 might then add another use of a special ability or reroll a save, & Heroism 4 might even give temp Hero Points & suppression of all fear.
Haste 1, get 1 extra action, Haste 4 = Time Stop
Another area this might aid with is when Darkness/Light effects interact, to tell us how far up or down the scale effects move and maybe even up to light that's blinding.
There might even be a way to integrate this with grappling so that only the completely outclassed get pinned in one round (via two critical successes). Choking, rending, constricting, & swallowing whole might be tied into this as well.
I could see this being an easy metric to comprehend before even looking up the specifics; from null to basic effect to bad/good to severe/great to worst-case/best-case scenario.
Let's start with the baseline that a simple lock can be opened by a PC trained in lockpicking (or Thievery as it appears to be for PF2) in X amount of time, given they have regular tools.
I'd say they should have little or no chance of critical failure (perhaps ruining the lock), but somebody untrained or using crude tools might ruin the lock. So a trained 18 Dex PC w/ +0 tools at 1st would have a +5 I presume? The the DC might be 15 so they can't fail by 10.
A 1st level PC with decent Dex of 14, no training (-2), & crude tools (-2) would then have -1 net, so can expect to succeed eventually (25%), except for the >10< mechanic makes them more likely to fail first (30%).
This seems acceptable and represents a +6 difference in skills (though that could easily change to +4 w/ a simple purchase.)
(I'd also add that taking 2X time to pick the lock would be a good option for a simple bonus.)
Coming from the other end of the spectrum, 20th level, what skill difference would we expect there?
18 Dex Base, +8 stat bumps for 26 Dex/+8 modifier, +3 Legendary Proficiency w/ +3 Legendary Tools, +20 level. So +34 total.
This vs. a 22 Dex/+6 modifier, let's say +1 proficiency & +2 tools (since buying downward shouldn't tax one's wealth). +29 total.
Reading forum posts, one might think this is a small difference while others argue it's enormous. Well, that depends, right?
In PF1, either you took 20 & made it or didn't. It was sort of bland that way. There's no such mechanic in PF2, and with the >10< mechanic, critical failures should be in range, right?
So +29 vs. +34...
There's a whole range of locks they'll be equivalent facing, some quite superior. It takes a DC 40 (!) lock for the +29 PC to even have a chance of critical failure, so until then they are just as proficient.
Is that acceptable? (Not a rhetorical question. I can see arguments supporting both sides depending on gaming style & relevance of locks.)
So let's bump the lock up to a LOKI 5000, complete with aura scan, metallurgical composition detectors (for the key), and autonomous inner mechanisms. What would be an appropriate DC? Do we want the +29 guy to have a chance? How many chances? How much do we want to challenge the +34 gal and what does that mean when it's one roll? It seems nice to have critical failures be a risk for the +34 gal, but does that make the obstacle too risky for parties w/o a maxed out lockpicker?
Idly speculating, I'm thinking the Legendary gal w/ +34 will have extra mechanics supporting her. So for example, she might be able to turn a critical failure into just a failure, roll twice each time, or not count a failure against her string of successes (if such is needed). In that vein, I'd really like a majestic lock like the LOKI to require multiple skill checks to bypass (w/ critical successes counting as two successes). Since that should likely be balanced with lower DCs, does that make critical failures too rare? Then again, the party does need to bypass the lock, right? How much of a chance can a +29 have against a lock that challenges a +34? Or should no lock really challenge such a godlike thief? Do we ever want such a point?
At 10th, the examples would have a similar difference in skills, around +5. Is 14 Dex just too low for a casual lockpicker? Should that be?
And at +15th, where presumably a legendary Rogue could get legendary gear, they'll be about +28 (+15/+7/+3/+3). What proficiency mechanic lurks in the background to presumably favor the legendary Rogue over the casual +29 guy?
Insert "trap" for "lock" as needed, and now what?
We might not want locks to get ruined, but I'd think most of us want traps to have a chance of going off with a flubbed roll.
Is every party going to need a maxed out Rogue to tackle these genre-norm obstacles?
I'm writing this guide to aid those of you coming in late to the foundation of what promises to be a monumental series of discussions.
You'll find much argument, based mainly on speculation (and 4E/5Efears), and that can make it hard to sift through. I'm going to assume you are familiar with Pathfinder 1st ed. (PF1) and only a newbie to PF2.
The PF wiki thread to ENWorld is the best for catching up on the discussion, as they collect the designers' posts re: content.
Here is the data I've gleaned so far about PF2 from several thousand posts:
-PF2 uses the same d20 & class-based chassis, starting with the CRB classes plus the Alchemist.
-There's a ">10<" tweak which makes a crucial difference across the board re: success vs. failure. The >10< tweak means if you succeed by 10 extra (>10) you get extra bonuses and if you fail by 10 less than DC or more (10<) there may be penalties.
-One >10< example is combat where you auto-crit for double damage if you roll >10 over vs. AC and critically fumble if you roll 10 fewer vs. AC. The most common misinterpretation of critically fumbling with a weapon is thinking there's a fumble chart or other chaotic mechanism. There isn't. At most it leaves you vulnerable to a reaction by your enemy, a riposte being the only known example, and only via a PC class for now.
-The four base aspects of PCs are:
PC's Stats: Examples so far make stats look much beefier plus there are broad stat boosts every 5th level (+2 to four stats). Charisma is now important for non-face PCs (see Magic). 18 appears to be a starting cap (and common), and even penalized races might be able to get that high. Speculation: Some of the beefiness comes from class & ancestry boosts.
PC's Level: Feats as you level. BAB & skills increase across the board. (More later on this later & how >10< impacts it.)
PC's Class: Classes are framed to gain class feats every 2nd level, as well as class features, much like a Barbarian gains Rage Powers and a Rogue gains Talents. Yes, there are archetypes, but the class feat system might cover some of that.
(It's uncertain whether Saves are tied mainly to class alone or to the PCs total level plus Proficiency bonuses.)
PC's Ancestry: Ancestry is the new term covering race/species as well as ethnicity, etc. Ancestry takes a large role in PF2 because there aren't just initial mechanics, but ancestry feats which unlock greater abilities later. Goblins have been added to the CRB races.
-Advancement: PCs level every 1,000 XP, so assumably rewards will be based on comparing the CR of the enemy vs. PC levels instead of flat.
Feats, Proficiencies, & Skills: These all intertwine to make your base character grow. There's less linearity and more breadth here than in PF1.
-Feats: As PF1, but PCs get tons more and in different flavors. A single class PC will gain feats every level.
-General Feats: Gained by PC level. I think they can be used to choose any kind of feat.
-Class Feats: Gained by level in a class (right?). The catch-all phrase for all those class options.
-Skill Feats: Gained by PC level. Feats geared to skill proficiencies or special uses of skills.
-Ancestry Feats: Gained by PC level. Feats available based on your ancestry.
-Proficiencies: A much expanded mechanic from PF1, both in depth and breadth. The ranks are Untrained (-2), Trained (+0), Expert (+1), Master (+2), & Legend (+3). As well as the bonus given, they work much like skill unlocks, but also with weapons, armor, magic, saves, etc. These & stats seem to make the most difference between PCs of equal level for all general (non-class specific) mechanics.
-Skills: Like BAB, your PC level adds to all your skills, so there's a general competence tied to leveling. BUT the PC's proficiencies are intrinsically tied to what's doable. It's complicated and the subject of contentious debate despite (or maybe because of) the lack of data.
At minimum: level + stat + proficiency + item + circumstances will all play together in this. Remember though, with the >10< tweak, it's not just pass/fail, but Wow/pass/fail/Uh-oh. Olympic levels are achievable at Expert proficiency, maybe even Trained.
Note: Perception is not a skill, but a freebie based on level, though there are ways to boost it.
Mundane & Magic Items:
-PCs are no longer expected to hunt down all the must-have incremental bonuses to stats, saves, AC, attack, & damage. Those are all tied into the PC's mechanics now.
-There are five levels of items, akin to the levels of proficiency, from crude to awesome (not actual names).
-A magic weapon does +weapon damage per plus. Yes, like getting a Vital Strike bonus, but with every hit.
-There are many labels on weapons now which have yet to be explained, i.e. agile gives you fewer penalties to your secondary and tertiary attacks.
-Shields give +2 AC. They can also be used to block, as DR.
-Gold seems to be the new platinum, with 15 g.p. being enough to equip a 1st level martial PC with solid equipment.
RESONANCE: PCs have a new stat called Resonance which is based off Charisma + Level. Arguments exist as to whether Paizo meant Cha bonus. Paizo has stated it's hard for a 1st level PC to run out of Resonance, so maybe total Cha. Resonance determines how many magic item uses your PC gets per day.
Example: PC wakes up in morning, spends Resonance to attune to her armor, weapon, and other permanent items for the day. Whatever Resonance is left can be used to activate special abilities on those items, i.e. a ray blast from her sword, even though swinging doesn't cost any uses (after atttuning). Resonance also gets spent when she activates wands, potions, etc. This means no spamming CLW wands, but in testplay low Resonance doesn't seem an issue. But it does mean you're at risk if you do run dry. If so, there's a flat roll (10+ on d20) to use a magic item which gets harder by +1 with each attempt. Any failure by >10 means that PC is cut off from using more magic for the day (though would remain attuned to items from before). Yes, a potion could be wasted.
Combat: A phase that begins with initiative which in turn can be based on several choices, i.e. if you're sneaking then you'd roll Stealth. The default is Perception, but other options exist too.
-It's a three-action, one-reaction per round system.
-All action slots are equal, so you could attack three times per round. The second attack is at -5, the third at -10, and against minions you can expect that last one to hit often enough to be worth it. Some weapon abilities improve these extra attacks.
-While having your shield out for AC is just equip it and you're good, you could also use an action to have it ready to block with your reaction. This gives you DR of the shield's hardness vs. an attack.
-Valeros, the iconic fighter, was able to equip his shield as a reaction, but we don't know of many other reactions other than block. The fighter is thought to get an opportunity attack. Also, as a reaction, the Paladin can attack those who crit her allies. There's a riposte too for when an opponent critically fumbles, likely for Rogues.
-There is no free 5' step, but you can use an action to take one.
-Flanking is a condition you give your foe, which means non-flanking allies get the flank bonus too.
-Knowledge checks appear to be an action.
-Fighters can learn a charge action (move twice & attack) that uses only two actions.
-Movement is less, I believe 25' for a medium PC.
-Animal Companions & Summoned Monster appear to get only two actions per round. It might even cost a PC action to maintain a Summon spell.
Spells:
-Spells take different amounts of actions. Example, Shield is reusable now and you can put it up with 1 action (and block with it too!).
-Many of the spells take an action per component, ex. one action for verbal, one for somatic. This seems to keep the offense to one per round, but I vaguely recall an example of Jason unleashing a Cone of Cold & Chain Lightning in the same round at high level. (On his allies!)
-There are no 0-level spells. They're numbered 1st-10th now.
-Also, some spells have variable casting times, i.e. Magic Missile gives you one missile per action spent, so you could throw three missiles.
-Spell DCs are based on caster level & stat, not spell level, much like supernatural abilities were in PF1.
-Spells seem to be static, not scaling with PC level. But it appears one can overcast spells, i.e. if you cast Magic Missile at a higher level, you get more missiles per action spent. Rumor is 2x per 2 levels higher.
-Proficiencies will play a yet unknown role with spellcasting, likely to increase DCs & Spell Penetration, but since proficiencies (seem to) do more than add static numbers, who knows...
-There will be scaling degrees of success based on the >10< tweak. So a critical success might lead to zero effect, a regular save to 1/2 damage, a regular fail to full damage, and a critical failure to double damage. Save-or-die and similar spells might only fully work on those that critically fail and have a different result at each level.
-There's a heal ability, seemingly a 1st level Cleric spell, which with a 3-action casting can hit the whole party for "caster's stat=h.p. cured".
d20 system + >10< = ???
Coming from a straight do-or-die/hit-or-miss of PF1, it can be hard to intuitively grasp the enormous difference the >10< mechanic makes mathematically. This has led to much misunderstanding and fighting in the comments.
Either Mark or Jason gave an example of a +3 difference, which might be the attack difference between a Fighter and a Wizard based on proficiencies alone (because their BAB is equal, gasp!). Mind you, stats, equipment, & positioning would usually increase this difference. But just a +3, with middlin' target rolls on the d20, turns out to be a 50% increase in damage for the Fighter. That's with the first swing, much less the others. (This difference would be lower vs. an enemy immune to crits, if they exist.)
Another commenter had an example of climbing a cliff to escape deadly pursuit. Assuming a critical success doubles one's speed and a critical failure means you fall, a +5 difference between decent non-combat climbers made a hell of a difference when they had to roll. One would likely die and the other would almost certainly survive (assuming pursuit ends at the top!)
So when you see what would be small differences in PF1, remember that PF2 has both the >10< mechanic and proficiency unlocks hiding behind those numbers. Even people with even numbers might have great differences in what they can do with that ability.
Another side effect of the >10< system is that CR differences matter more. You can expect to critically succeed on your attacks quite often vs. a substandard AC or have a minion critically fail vs. your spells and be wiped from the board.
(Apologies on the wall of text. The format button wasn't opening for me!)
My list (for now) w/ some suggestion that occurred to me too:
-Aboleth: Keep them awesome & gooey! Maybe have a reaction illusion like copycat? It'd be neat to see their illusions integrated more into their fighting style.
-Dragons: They'll need lots of coolness added in this new action system, but I wonder how their breaths will balance, especially if they can bite or tail sweep the same round. Also missed some of the flavor from earlier editions. Maybe, since their own pages should be full of examples, there could be one page listing all of their personalities?
-Ettins: These guys used to be the master watchmen, and while they do have a +4, they're way below the giants they used to watch for. I think giving them scent would solve much of this. I'd also like them getting two will saves and/or some other multi-brain abilities.
-Ghasts: The advanced template on Ghouls just didn't seem enough. Maybe shoot for CR 3 base instead.
-Hydras: All critters with 4+ attacks have me wondering, but since it's this creatures main shtick, what's it do? I'd like to see it have enough extra reactions so it's perpetually attacking! "Better put your shield up before swinging!"
-Outsiders: I think that at least the good & evil ones should have some form of sacred/profane bonus (if those remain). I'm thinking to AC, not to increase the regular AC, but to get that touch AC up.
-Owlbears: They need something to differentiate them from "bear immune to animal stuff and you can feel fine about killing". Weren't they once evil? Maybe add a stunning shriek or owl-senses?
-Purple Worms: If swallowing is 1 action...gulp. Round 1: Burrows up, bites, swallows. Reaction: AoO bite. Round 2: Swallow, bite, swallow!!! Aaah! Maybe swallowing is two actions? Maybe stinger does the reaction attacks? (Add Behir here too.) Or is it bite action, grab action, then swallow action?
-Rakshasa: Please keep that SR (or similar aspect) sky high!
-Ropers: At 12 CR, we hardly ever saw them. Maybe add a junior version? Or maybe we just need to delve deeper in future adventures?
-Shadows: I've never liked the 3.x Shadow since it could never come in packs (as it often did previously), or heck even small groups could focus fire for quick kills. It seems the crit-touch issue has been taken care of with touch being a separate action from Str. damage, but maybe we should rethink the amount of damage. How much stat damage (w/o a save) should a CR 3 creature be doing (esp. via touch)?
-Skeleton Champions/Zombie Lords: I love these templates!!! So please balance the CR issues, especially w/ high CR critters that drop to a much lower CR while retaining their high CR offense. On the flip side, Ju-Ju Zombies might need a min. Cha. so they can have/keep the h.p. to go with their increasing CR.
-Wights: Their attack bonus is so, so low...which it might need to be? Hmm... Would like a pack of wights to have meaning.
These last I'm adding on behalf of numerous TPK'd parties...having few issues myself, at least when GMing.
-Ghouls: Maybe multi-stage paralysis? 1st slow, 2nd paralyze? And not always the go to underwater undead or undead-in-a-hole when parties are scouting!
-Harpies: Again, not my issue, but the boards are full of loathing for these gals.
And a request:
Mobs: I love troops, but their stats are only found in esoteric places. And since minions are hard to balance in game, let's break out some mobs or troop, whatever. I think a "generic humanoid war band" would be awesome, maybe it's a base with additions for particular races. And of course zombie hordes (and skeleton and ghoul too!). And manes, larvae, & lemure! Even trolls! I understand building a template for this would have many flaws, but maybe have several base mobs which then can have templates added?
It's such a genre trope for heroes to face hordes, but there's no good way to balance that currently. Please develop these!
To go with the similar thread on the PFS Forums. It's one of my favorites, so I thought I'd start one here for us to share.
Use spoilers when necessary.
Here are my funny SF Moments so far:
-Translations can be awkward.
Team of Ysoki PCs rummaging loot into their mouths.
Player: "I pocket that."
Me: "You mean you mouth it?"
Players pause as we realize there's likely a Ysoki phrase for that.
Brannigan's Shenanigans.
My Envoy Icon is built to be Zapp Brannigan, always keen to rescue the ladies & move up the chain of command, with no cost in other people's lives too high.
-Capt. Zapp to the rescue
PCs save two goblins from monsters.
Capt. Zapp ponders Vesk laws on slavery & value of a goblin, discusses prices with PC accountant/bodyguard Vesk.
One goblin dies in later fight.
Capt. Zapp, after lamenting lost wealth, consoles remaining goblin: "It might be for the best. A whole life of slavery can be pretty rough."
Oddly, that goblin seemed pretty gung-ho to die too. And did.
(Of course, now that he knows it's the Azlanti into slavery, their language is on his list of ones to learn.)
-Capt. Zapp's Computer Skills
Shirren VC asks how we succeeded at our investigation.
Zapp: "Well, I knew a lot of it already." High Culture roll. "And for the computer stuff," (gestures over Ysoki Mechanic), "I used my mouse."
(departing)
"Thank you, admiral, sir."
"I'm no admiral."
"Yes, but you're admirable." (point & a wink)
-Capt. Zapp introduces team. Runs through his bodyguards, his tech support Ysoki, lastly gets to the Android Operative.
Zapp: This is my sexbot.
Op: I'm not a sexbot!
Zapp: My apologies, my sex-droid.
(Same Op.)
Zapp: I bought an armor attachment for you. Well, for me really.
Op: I don't even want to know.
Zapp: I call it Leela.
(Later, with same Op, after recovering a spaceship for team use.)
Zapp (to Op): Well, it's been nice knowing you, but now Capt. Zapp has a ship again and it's time to go kill some aliens.
Op: I'm really good at flying spaceships.
Zapp (reflecting): So when we first met and you said you could pilot my rocket, you meant actual ships?
Op: Yes!
Zapp: Oh...so much makes sense now.
Capt. Zapp's Inspirational Boosts:
"I didn't give the command to be cannon fodder yet."
"Hey, that's my life you're losing there. I'm your captain, not you."
"THIS isn't the suicide mission."
"You can't fall. I'd be next."
Capt. Zapp, leader extraordinaire:
Lashantu PC/Bodyguard (telepathically): I think we should do plan A.
Zapp: I think we should do plan A.
Lashantu PC: Excellent plan, sir.
Zapp: It just came to me.
(later on ship, when assigning crew quarters)
Zapp (to Lashantu): Keep your door open, I think better when I have line of sight with you.
AP #1:
Team Zapp told to get info from Level 21 gang.
Zapp: "What level do you think we might find the Level 21 gang on?"
VC: "Level 21."
Zapp: "Yes, that gang. What level?"
(repeated as needed)
Team Zapp bluffs/disguises way past door guards, past further gang members, into sanctum of trigger happy gang leader. After tense standoff (and superb rolls) soothes gang leader. We get accepted as legitimate recruits, we extract information which mirrors our earlier findings, and...now what?
Gang Leader: "See you tomorrow morning."
Zapp: "I guess."
Op player offers Resolve to get a clue about what's going on.
GM: "You weren't supposed to be able to make it that far."
Us: "Oh." Killing ensues. Walk nonchalantly past door guards.
As with most AP conversions there are storyline issues as PCs leap right in, but the issues seem a bit messier here because the PCs may or may not be using an artifact-chickenhut to dimensionally travel to/from said location.
The hut is assumed, and is present & active during the scenario, but the hut itself is also an adventure site that's not part of the PFS portion of the module. So it's now background flavor when in the module it's tactically significant?
And I just adlib a magic doohickey to get them on site?
And back?
Or do I open up a can of (chicken-legged) worms and open up the hut?
And there are monsters from the early section that are assumed to be present at the conclusion after scouting out the party all module. When/where should I introduce them, if ever?
As of now, I'm thinking of having a rescued Seeker update PCs on the storyline & danger level, and aid in the lodge setting up a dimensional connection. He/she will mention the hut's nature (& maybe even goal). I might even have the Coffin Man guard the entrance, warning PCs of the dangers within (and that their goal is elsewhere).
I will backtrack slightly so the party can interact with Rasputin around the fire in the village. Since this is likely where they'll get the most opportunity to roleplay with him, I think it's pretty significant. There, his super-mojo can be the source of the stalking monsters that appear in the finale. The meeting will also alert the PCs to the fact the camp is ready for them, which, judging from the GM thread for the module, is very conducive to the PCs lasting more than 1 round.
If anybody has run this, insight would be welcome.
Thanks.
As I was filling out a post for the complement to this thread re: trouble, I realized I'd rather focus on the joys of this game I love.
So I deleted that post and here it goes...
-When you sit at the table next to a guy you bantered with last convention, who looks joyful to see you too.
-When the youth at your table, playing a Barbarian, carries an armory to overcome DR, has a great Will save, and factors in the ongoing buffs better than you do. (Couldn't have made it through Bonekeep without him.)
-When you line up for Bonekeep 2, and get many of the same fellows (and same GM) who helped you complete Bonekeep 1.
-When a veteran player sits next to you and says "I'm going to be focusing on making your PCs do better, and keeping you alive."
-When you go into a notorious scenario...with a dedicated healer.
-When all the roles are covered, with backups.
-When the other players are talking tactics without your prompting.
-When the other players are introducing themselves in character before the GM sits down.
-When the names you didn't know on the signup list belong to people you've liked running/playing with before.
-When your GM has the AD&D DM screen, dragon and all. (Maybe that's just me.)
First, I know I could houserule this, but the question arises in a scenario to be submitted for publication.
So I request any wisdom or insight, especially that backed with Paizo evidence. Thanks.
Vegepygmies know two languages, but cannot speak.
One of those languages is Vegepygmy.
So, if Vegepygmies can't speak Vegepygmy, who can?
Based on original Gygax material, they didn't speak, but communicated in hoots, whistles, chest thumps,and so forth. Arguably not spoken, but still existing as a language.
That said, can those hoots & chest thumps work as verbal spell components?
Or
If a Vegepygmy becomes a spellcaster, do they have to use silent spell metamagic to do so?
So A wants to attack X, an enemy across the field. A readies an action to attack X when X is within reach.
B helpfully Dim Doors with A over to X.
Does A take no actions until his next turn (as per Dim Door) or does the readied action move his turn and allow him to attack immediately?
Not interested in Delays being 'better' (and clearer) because I'm leading up to...
If A can take his readied action immediately...
So, lets say B readies his Dim Door for if X starts casting a spell or shooting a bow (or other action that provokes an AoO).
X starts, B Dim Doors, A (with readied action to attack X) comes in and attacks X. X then continues and provokes an AoO???
Does X have any options other than to continue their intended action and provoke?
Is it an auto-two-attacks by A?
I'll start with the obvious, Liches.
They need to Craft their phylactery, so need a Craft feat.
Other NPCs presumably craft our items, so presumably have those feats too.
And of course, all the variant races are allowed.
So it can be done.
But I'm not really looking for instances, but rather the rules on breaking the rules.
-Can they take Leadership? (How about for a combat encounter?)
-Can they be Pure Azlanti? (Does this change their CR?)
-Can they keep their 'illegal' class feats and not swap them, or do they have to swap them like a PC?
-Can "no racial HD" humanoids take Bestiary feats?
And NPC followers:
-Can ACs/mounts take Bestiary feats?
-Can PCs' Eidolons?
-Can Familiars?
That's it for now, I reckon others will have questions to add.
(And apologies if my responses are delayed, I'm heading out camping soon.)
Thanks to all you answerers,
JMK
Sorry, paizo.com people, this was the only Customer Service type board I could find.
Barnes & Noble suppliers are out of the core Bestiary. All the warehouses, distributors, everything except what's now on the shelves (1 copy out of 4 B&Ns in my region).
For Pathfinder to thrive, more Bestiaries need to hit B&N shelves.
Thanks for listening.
Edit: Some (all?) of these stores automatically restock it, there just aren't any to restock.
That's right, what if we don't switch? By 'we' I mean the Paizo community and any and all connected to us. This is a sequel of the main thread about splitting off.
Note the following assumptions for this thread:
1. We have enough minds to create/continue the game we love. Most of the best releases by WoTC have been by Paizo/ex-Paizo people.
2. WoTC is not polishing DnD, it is breaking and remaking DnD.
3. WoTC is courting new players, not catering to older players.
4. WoTC will not go out of business, and will likely not feel the impact economically if we break off.
I just spent an hour surfing the WoTC site gleaning info about 4.0 and frankly have a hard time thinking of it as DnD.
With Jacobs/Mona/Logue/et al working freelance with WoTC and still not knowing about 4.0, I just have to shake my head.
Anyway, back on topic, linked by number to assumptions above
1. Yes, Paizo has Jacobs et al and frankly that's enough of a production team for me, much more reliable than the WoTC staff, IMO.
(And I'll mention Pett, go keep the Pett/Logue balance intact)
2. I am not interested in learning a new gaming system or a new mythology. (There are 'better' games out there than DnD already, they just have hard learning curves or not enough players to keep a consistent campaign going.)
3. Doesn't WoTC realize that almost every DnD player was introduced into the game by another DnD player? Sure, the new system may cater to new players, but how many new players will even be buying the stuff? How many old players after they realize they have to relearn the game they've been playing 20+ years?
4. Despite the 'doom & gloom' WoTC will stay in business. Look at "New Coke" for an example of how lack of consumption can cause a major company that's invested a lot of money in research to backtrack. I cross my fingers that we might do the same because while I don't think our lack of purchasing will necessarily effect WoTC, I think the fact they're trying to sell an essentially new RPG may wake them up to the fact they had a good thing going.
My main worry with WoTC is that in either noticing or not noticing the split, may close shop on 3.x... It'd be hard to bring in players if they couldn't get a 3.x PHB.
Okay, maybe this is a venting thread more than anything.
Combat can be time-consuming, but I don't see anything faster about the new system: simpler, yes, but faster, not so much. If I wanted to play DnD minis skirmish rules, I would. I don't. I want DnD, in all its cinematic 3.x glory.
Anyway, what do you think would happen if Paizo+ broke away?
I think we'd be fine, but I do worry about it down the line. Would Paizo be able to get a hold of rights to Greyhawk, etc?
Oops, my bad, I think it's because I had misremembered the name of Pathfinder 1... (then again, it wasn't on the Paizo list and the ISBN list would be helpful anyway...)
Pardon me as I don't have the adventure handy to double-check these facts.
If I recall it's a series of a dozen DC 30 Profession (sailor) checks to get to Kraken's Cove safely. If so, wouldn't it be as difficult to get the Sea Wyvern out?
With a map the reefs can be avoided, but I don't recall my players finding a map. They've cleared out the deeper parts of the caverns already and want to take the Sea Wyvern back when done.
So do we insert a map into the scenario or was the slow-down assumed to that the Half-Orc could get his bullywugs together?
BTW, they loved the long claw mark along the side of the ship.
James Jacobs & crew, seeing as the PCs will likely have a Cleric able to cast True Resurrection before the STAP ends, I'm hoping you'll add a sidebar (or more) about the possibility that the PCs cast True Resurrection on Lavinia's parents. Being noted adventurers, they may even be able to aid even if it's just to watch over the ships while the PCs disembark.
Thanks.
(Oh, and I'd like to see Penthus (sp?) return in the Abyss, though that's likely in the works already.)
I really enjoyed the last epic adventure, it was truly EPIC and had a great variey of encounters. Loved the Monk-God. Loved that Endurance & the Druid & Monk's ability to resist aging came into play. Loved seeing Wish & pools of XP for same. Loved a bunch more too. Because of that I'm looking forward to this year's epic adventure with baited breath.
While it is likely already in the works, I would like to submit a request before it's finished:
Have spellcasters that can handle Silence and/or Anti-Magic Shell. The key characters (spellcasters mainly) were highly vulnerable to these. A Silence on a fighter who then trips the caster pretty much ended those encounters. An Anti-Magic Shell near the Vampire Duelist coupled w/ grappling makes her a non-threat quickly. Silent spells, especially Dim. Door or Teleport, can handle the first, while a big, non-magic reliant companion that assures a need for AC & healing can handle the second.
Thank you.
I'm currently running a campaign taking younger (college) players through some of the Gygaxian classics of my era.
They've run through T1-4, Lost Caverns of Tjoscanth, Forgotten Temple of Tharizdun, and are running through the Giants series now on their way to Q1 where they should be about 20th level when they face Lolth herself.
The party started with:
Muirrek, paranoid LG male Cleric of Pelor (Sun & Healing), Mitrik born and bred from a long line of proud Clerics of Pelor. (or so he thought...)
Caolfleign (or something like that, it's Celtic), "Key-Lynn",
LG female Fighter w/ 5 Int taken in by Muirrek's family & church.
Both were assigned to check out the current condition of the Temple of Elemental Evil.
Amaris, vengeful CG Mom-turned-Ranger who lost her husband and children to raiders in the Gnarley led by a man with one-eye.
Lathnyano, a CN (thinking she's CG)Elven Wizard from Celene out to explore the moathouse to find power and forget her drowned sister that was lost due to negligence.
Amaris ran into Lathnyano at the Inn of the Welcome Wench where they quickly became friends. Not soon after that they joined up with the rest of their party, namely half the adventuring NPCs at the tavern.
Muirrek and Ms. C (as we call her in print) came in later that evening and teamed up with the other half of the NPCs.
(Gotta' credit the players for not metagaming who's who.)
Amaris and Lathnyano were up at first light and headed out with their group, running smack into the giant frogs. Several severed tongues and crippled adventurers later they limped right on back, running into the Muirrek/Ms. C group. After a bit of reflection and conversation the groups decide to join forces the next day.
How about this idea for the Undead Dragon to be featured in the Adventure Path? (name forgotten), the one from White Plume Mountain:
Nightshade Dragon, Gargantuan Undead (but not extraplanar)
HD 29d12+58 (246)
Init. +6
Spd. 40'/200'(Clumsy)
AC 39 (-4 Size, +2 Dex, +31 Natural)
BA/Gr: +14/+49
Att.: +33 Bite 4d6+21
Full Att.: +33 Bite 4d6+23, 2 +31 Claws 2d8+12, 2 +31 Wings 2d6 +12, & +31 Tail 2d8 +33
Space/Reach: 20'/15'
SA: Breath of Decay, Energy Drain, Spell-Like Abilities, Summon Undead, Frightful Presence
SQ: Aversion to Daylight, DR 15/Silver and Magic, DV 120', Blindsense 60', SR 33, Telepathy 100', Undead Qualities, Immunity to cold
Saves: F 13, R 13, W 23
Skills: Maxed out Concentration, Hide, Kn. Arcana, Kn. History, Listen, Move Silently, Search, Sense Motive, Spellcraft, & Spot.
Feats: Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (Greater Dispel), Quicken SLA (Cone of Cold)
Stats: S 52 D 14 Co - Int 22 Wis 20 Cha 20
CR 20
Desecrating Aura: (See Nightshade in MM, responsible for some of the unusual math above)
Energy Drain: 1 level w/ bite
Spell-Like Abilities:
At will - Contagion (DC18), Cone of Cold (DC 20), Confusion (DC 19), Deeper Darkness, Det. Magic, Gr. Dispel Magic, Haste, Hold Monster (DC 19),Invisibility, See Invisibility, Unholy Blight (DC 19)
3/Day - Finger of (DC 22), Mass Hold Monster (DC 24)
1/Day - Plane Shift
All at CL 29th.
Summon Undead: 1/day, 11-20 Shadows, 3-7 Gr. Shadows, 2-5 Dire Wraiths.
Frightful Presence: Perhaps one like the Nightwalker (paralyzing), but since that's similar to the Dracolich, perhaps an aging or corrupting presence instead such as loss of 1 level (no h.p. for dragon). DC 29. Radius 60' (+?)
Breath of Decay: 60' cone, every 1d4 rounds. Since destruction of magic/items is a Nightshade theme I'd include a disjunctive effect. Perhaps a level drain coupled w/ magic drain (but the level drain is too similar to a Shadow Dragon). So Decay, 1d4 Str/Dex/Con Drain DC 29 Fort for half. Those who fail also suffer the effects of a targeted Dispel (or Mord's Disjunction? Perhaps w/o item damage? Perhaps h.p. damage/hardness loss to all items?)
This creature is an amalgamation of Nightshade stats/stat progression/nature and the comparable Purple Worm to Nightcrawler "upgrade", but using a Red Dragon of similar HD.
It's built as an idea to work off of for those of you interested.
While it may be too powerful for when the AP dragon shows up, it IS a classic from Gygaxian times and is meant to stand out.
(Accidentally posted on General Forum, reposted here where appropriate.)