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![]() Tayse Yvasril wrote: Wealth by Level for 7 is 23,500 & Level 8 is 33,000. Given that a sizable bit of the value comes from spendy consumables Tayse is carrying for the party (example: Stone Salve) that seems like pretty close to on point. Yeah that's what it's looking like with you and Darby already. Thank you! ![]()
![]() So with the people you had/rescued they've been able to handle thing like shuffling mundane gear to your base. So that is available to use to equip your refugees or sell. This is going to be the gear reset, once we start up everything you have on your sheets you have and everything else has been sold/given to people. Lets see how much GP you have after selling off stuff and I'll let you know what the base item price limit is. But it's probably between 2 and 4 thousand. Also to gauge if you're "on pace" can I get a rough estimate of your gear's total worth. ![]()
![]() Some of these ideas definitely will stick around, they are fights I'm really wanting to do sometime. Some are more generic. Like I'm excited you guys want the Bulette, I've been excited for this concept for years. So we have
Lady with Horde and human Bulette are locked in. And Might and Magic are the third unless Cameron comes in and wants to tie with Turtles, then who knows which you'll face. ![]()
![]() Advance scouting group 3 reports
Note this is their point of view, some things may not be completely accurate. Pick one of:
Pick three of:
A fierce large armored nagaji and his huge turtle but with a giant scorpion tail with a club at the end. A stoic looking man that seems part stone. Has a strange rock on his forehead. He's carrying a massive sword that's as big as he is. I simple looking soldier, nothing seemed remarkable about her really, but her aura seemed that of a master. A tranquil man, but we sensed strong magics. He was difficult to track as he always seemed to ahead of where he should have been. A band of mercenaries, they probably possess a variety of skills and abilities. While no one seemed special their movements were amazingly in sync with each other. A lady leading a horde of various creatures. Their numbers and types seemed to vary every time we spotted her. And finally, A couple that each seemed to be skilled in might and magic, we saw a magic tome as well as a holy symbol in their possessions. ![]()
![]() So, a little change of plans. We'll go ahead and have you level up to 5 before this fight that'll get your EXP to lv5. Spend your gold and upgrade your gear and stuff. And pick any daily spells "knowing" this fight is coming. The setup for this fight is that you're at your cave-base when Farrow runs in with an arrow embedded in the backside of his shoulder and small cuts and bruises on his arms and face from running wildly through the forest. He warns that a seemingly well-coordinated team of 5 members is on it's way to the cave and should arrive in roughly 30 minutes as Aubrin & Rhyna rushes to his aid. Farrow continues saying the oddest thing about them is that they don't show to be affiliated with the legion.
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![]() silver cup 15gp
3308gp total here ![]()
![]() Gear of the firewarden Spoiler:
it's a +1 "Greatsword" that can be wielded one handed dropping the damage down to 1d8. All feats and abilities that work for a chosen weapon work with this weapon. When the flamewarden's fire ability is active, a successful hit lets you intimidate the target as a swift action. If the attack was a crit or a kill you can make a swift action intimidate like dazzling display. Also this +1 mithral breastplate gets fire shield when the flamewarden's fire ability is active. gloves of soul stitching Spoiler:
these gloves allows healing spells and abilities to work on dead creatures as per breath of life. You can extend the rounds of this ability by accepting negative levels equal to the rounds extended. Also before such ability the wearer can accept damage that will be taken after the effect that will heal up the other targets by that amount. Belt of beasts' heritage Spoiler: Wearing this belt grants you 1 animal related spell per spell level as a bloodline spell. ![]()
![]() Salutations Children of the Stone,
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![]() Each day, an NPC can be assigned to perform one task
Spoiler: • Assist: NPCs can assist a PC or NPC with any skill
they’re trained in, automatically granting a +2 aid another bonus. • Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter. • Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91). • Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10. • Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points. • Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist). • Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted. • Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps (see below), and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety. • Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs. Regardless of the refugees’ general mood, specific named NPCs (if they survive) take on a helpful role within the group and provide unique benefits so long as they remain alive and friendly to the PCs, as follows. • Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group. • Oreld: Oreld gathers materials from the woods to make rudimentary potions. Every day, he can make 1 dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin, but doing so prevents him from working on any other tasks that day. • Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group. ![]()
![]() Here's what you're gathering provision points for
food: One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds. Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage. If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties. ![]()
![]() Where in the surveys have we been able to say how often an animal went down or died? Cause we playested a ranger and a druid with one for the lv4 game and they were down a total of 6 times and that's with the animal druid basically casting heal animal a lot in fights. The lv 12 playtest one person commented that they wanted to play a druid with a pet since it was a lot higher level now, but when he saw that the AC was like 7 less than everyone else's or something and HP wasn't like 100 over everyone to compensate he changed his mind. Players get critted enough when we all have max AC, 7 less and he felt the animal was just asking to get crit all the time from their 3rd attack. Also that their saves were a little lower, not as super bad though. But I've not seen places in the survey to share such stuff or how many times animals went down. So that's probably why they don't have much data saying they are. ![]()
![]() So about the animal companion deal. Where in the surveys have we been able to say how often an animal went down or died? Cause we playested a ranger and a druid with one for the lv4 game and they were down a total of 6 times and that's with the animal druid basically casting heal animal a lot in fights. The lv 12 playtest one person commented that they wanted to play a druid with a pet since it was a lot higher level now, but when he saw that the AC was like 7 less than everyone else's or something and HP wasn't like 100 over everyone to compensate he changed his mind. Players get critted enough when we all have max AC, 7 less and he felt the animal was just asking to get crit all the time from their 3rd attack. Also that their saves were a little lower, not as super bad though. But I've not seen places in the survey to share such stuff or how many times animals went down. So that's probably why they don't have much data saying they are. ![]()
![]() okay so if we are going with lv20 Cleric has 20+6+5+1 = +32 to hit, enemy AC = 44
Hmm... If this is correct it's a fair bit lower than expected. Though Part of the plan was to benefit from having a more magical weapon than normally possible with magical striker, but since +5 is what we have we lose out on that. Fighter with a pick is really hoping for crits.
again, this "does better DPR" when you're not lv20 because then you benefit from being able to activate magical striker for accuracy and damage. ![]()
![]() Kerobelis wrote: The to hit seems wrong if the barbarian is the highest? How did he get +22? Paladin is an expert, while Barbarian is only trained. Barb also gets a -1 from using the big weapon. Something seems off... I was thinking the same thing. 12+5+3-1 = 19 is what I clock the barb should be at. Meaning he is now just as accurate as the paladin that had a hard time hitting. Also factor in his AC is is likely far less than the paladin and I'm surprised he didn't get killed by getting hit so much. I see 12+7(dex/armor)+3-1-1 = 20 AC while raging assuming dex maxed. That means assuming these numbers for enemies
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![]() NemisCassander wrote:
The deal is the reliance on certain strike to guarantee damage. Having a raging bonus of +6 damage per hit is really nice when you apply it 3 or 4 times a round. ![]()
![]() Something I found that does pretty good at damage is going cleric negative energy gorum with sorcerer dedication to get magical striker
Similar strat with fighter and power attack using a pick, with it's weapon crit effect having lots of dice means lots of damage on a crit and true strike helps you roll high for those crits. I'm not sure what their DPR would be since I've never been good with true strike in the equation, but I believe these are some of the top DPR. ![]()
![]() Richard Crawford wrote:
I agree, one of my goals was to see if there was enough you'd want to wear that the decision of wearing something or leaving points to use for potions or activations was needed. I couldn't reach that point. The amount of invested permanent items was just too small for a character to care about. ![]()
![]() Hey, I'm not sure which is in error but FIRE RAY for Kyra and the list are different. Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d6 plus your spellcasting ability modifier. On a critical success, the target takes double damage and also takes 1d6 persistent fire damage. Heightened (+1) The ray’s damage increases by 2d6, and the persistent firedamage on a critical hit increases by 1d6. You attempt a ranged touch Strike against one creature within 60 feet. If you hit, you deal 5d6+4 fire damage to the target plus 3d6 persistent fire damage. Full rules for this power are in the Resonance Test rules. Kyra's makes it seem like you always to persistent damage while the text in the rules says only on crits. I know if I were to sit down and play Kyra it'd be with always persistent damage since that seems to be what the text says to do. ![]()
![]() Right, those are the rules and I feel they don't answer any of my questions. "You use your arms and legs to swim through water." Does this mean I need two hands free and thus can't have a weapon out to swim? "If you end your turn in the water and haven’t succeeded at a
Same with all the other questions, I feel the rules don't give any clear guidance on these issues. ![]()
![]() Deadmanwalking wrote: At 9th? A Barbarian can get to Str 28 or so, but only very niche super optimized builds can actually get that high on Str, and not even then on Con (for the most part anyway). I don't think so. Niche optimized builds can do far better. A lv1 human can reach a str of 26 while raging. doing nothing but buying a +2 belt and putting level ups into it gets it to 30 raging str. A niche build can get 38 str at times at lv4 with no items and with a 26 con too.![]()
![]() Deadmanwalking wrote:
Well while the state spread is quite impressive and indeed hard to duplicate as a PC. Each individual stat is reachable by PCs in combat. 20 starting con greater rage for 6 and belt for 4. Yes people usually won't have that high of a con, but it's reachable by a PC wanting to have a high con. ![]()
![]() if I have HOLY CASTIGATION and CHANNEL SMITE does that let me channel smite with positive energy and hurt fiends? I guess along with this is LIFE SAPPING and negative energy. HOLY CASTIGATION: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast can damage fiends as though they were undead. LIFE SAPPING: You draw the life force out of your enemies to heal your own wounds.
CHANNEL SMITE: Instead of casting harm or heal, you siphon the destructive
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![]() Deadmanwalking wrote:
No I can't just grab the elf feat for that since I already had the elf feat. I'm wanting to go fast since movement is slow and now a big piece is missing that I can't make up. If there was a Half-elf racial to increase speed and stacking with the elf one THEN you can say I can just buy it back. But as is I can't.![]()
![]() Bardarok wrote:
but before you could get the movespeed from picking half elf and still pick up nimble elf feat at lv5 with fleet at lv3 meant base speed of 40 or 30 in armor. Now we're 5ft short of that. Just a little sad to miss out on that speed in heavy. **Ninja'd![]()
![]() Michael Sayre wrote:
Really a combat cleric is casting bless or forbidding ward? The action every round to maintain it seems quite the cost of these buffs going down. But also clerics have it pretty easy with their channel pool as it's another pool of top tier spells.![]()
![]() So how many items can I have stored? Can I have 3 potions? 4? Like for an alchemist this limit I imagine would be important and probably reached for how much stuff they want in easy access. Is there something in the rules about how to decide if something can/is stored or in backpack?
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![]() So I'm a little confused now. On page 307 it says the interact action is used to grab a stored object. But on page 175 it says 2 actions to retrieve an item from backpack and if your backpack you need another action to take off your backpack first. What is the difference here? When do you use 1 action to get stuff vs 2 actions? So if I'm wanting a wand or a potion or a backup weapon what actions does it take to get these? ![]()
![]() Jason Bulmahn wrote:
Personally I love it when you DEVs provide comments like this one. Getting a little insight onto the why and that some of the drawbacks were unexpected really helps us not feel like you guys are crazy. Like for this, if we think that you thought all feats are the same and then we go crazy yelling about how these feats are clearly weaker is a lot of wasted energy for stuff that isn't true. ![]()
![]() I don't believe 1 and 4 are being hit at all.
Also "allowing characters to thrive in their defined role." doesn't seem to be a thing either. Again similar to the first, it's more of being slightly okay at a defined role rather than thriving. When fighters miss on a 11 against a non-boss and need like a 15 to hit the "bosses" it's more like barely useful contribution instead of the master of combat.
PF1 was where you had people that thrived in their defined role, damage dealers did damage consistently and well, supports could support well. A party with no wizard needed to play to their strengths to cope for lack of wizard. A strong fighter often needed a party to help with knowledges and talking and magic item identification. And the more mastery of the system you had the more solid and capable characters you'd have, people that could splash into other things like a diplomacy fighter or knowledge barb and have it feel fun and fitting while still being effective. PF1 seems to be a much better fit of your stated design goals than the current playtest of PF2 seems to be and where it seems to be going. ![]()
![]() So while playing the game we ran into a fight in the water and we were very unsure how it works. Can I use a weapon and still swim? Does it matter the size of the weapon? Is there any guidance on floating or sinking, like does a person with no armor and only a dagger float or sink? If I'm 10 ft in the water how much do I need to swim up to get to the surface? Normally calm water requires no check to swim, should fighting in calm water make the water not calm? Is casting on the surface difficult or penalized at all? Can you concentrate when under water? ![]()
![]() I believe the issue is how much the treadmill gets in your face and causes you to be unable to enjoy the gameplay.
A 14 str reach cleric is very viable and able to hit and deal damage in PF1 for like 10 levels and minimal investment. In PF2 a 14 str cleric feels awful cause they are behind and always will be now and need to full invest to stay at bad and not fall to awful. ![]()
![]() Darksol the Painbringer wrote:
We've been told that an offensive touch Harm/Heal gains the attack trait. ![]()
![]() So I kinda really dig these newest dying rules of the wounds. My BIGGEST request though is making regaining consciousness when healed a player's choice.
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![]() so this chart is saying that a fighter does on average 16.5 damage at lv9 right? wow, let me tell you about this super OP damage build. It's magic missile. Like the full round action version does 10.5 average damage per heightening, and heightening happens at the same level that people are expected to have a magic weapon upgrade. So at lv9 MM is averaging 31.5 damage from your top tier spells and 21 damage from your second best slots.
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