Imron Gauthfallow

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Human with long-life from ancient human ancestry. In Characters Guide there are a lot of humans but are just region and/or appearance related, with no real relevance.

It would be very interesting having something like this for making characters like Aragorn, and for long campaigns (a set of adventures during a long time).


I wonder if the description is what they wanted or was a mistyping of something like “a spell you already cast from your spell slots” instead, as for the Wizard itself means the same.

RAW means that you can use it for casting spells from prepared archetypes (i.e. Cleric), but not from any spontaneous caster archetype.


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From my POV the revised simple DC table is wrong. After making some maths considering always a maxed stat, the results were clear that using PWL is not a "bit harder" to get a success, and with few chance to increase as not adding the level.

In the case of Legendary we have that with normal rules we need a roll of about 12 at level 15, and only 6 at level 20 when the stat is maxed at +6, while using PWL we start with the need to roll a 17 and reduced to 16 when maxing the stat to +6. The difference is huge.

So after averaging some here is my table replacing the GMG table 4-8, don't be surprised considering how proficiency bonus increases:

Proficiency - DC
Untrained - 8
Trained - 12
Expert - 16
Master - 20
Legendary - 24

I could understand the reason for the original table, but in my case I am less worried about a trained with stat +2 character having a critical success on a legendary check if rolling a 20 (2 + 2 + 20 = 24) than requiring a legendary proficient with stat +6 character a roll of 16 to succeed.

I also have computed the other DC tables (10-5 including spell part or learning a spell) but seems not easy to paste a table in the forum format.


Unless I misunderstood how Drain Bonded works, you have to recast just the very same spell already casted with a slot, including the level. For prepared this is easier, but in the case of flexible spellcasters, each spell in the Collection is signature, so you can cast it at any level. In this case I think is not easy to track what spell you casted for each spell slot used, as is not like with prepared that you directly indicate in the own prepared spell the level.

The only way I can think about is annotating each spell you cast, but when you have many slots at high level it can be a hard bookkeeping work in a character daily basis.

Some other efficient way for doing this?


As fan of skill development systems, also I am not a fan of those non-existing meta-things floating in the air defining how good can you be in certain things. I am talking about the concept of level.

Well I understand that it defines your learning curve for acquiring proficiencies, but in the case of skills seems more like it defines what you can get no matter how much you invest on it.
I.e. a skill feat requiring level 7 and master on a skill, no matter if you decided to specialize getting a background and as skill to begin as expert and invested all your effort on it vs just getting the master proficiency at the edge of the required level, in both cases both must wait for level 7, with that meta-concept of level defining your progress completely like an invisible barrier.

This said, and using the skill points variant in GMG, my house rule is just to remove the level requirement for both skill proficiency and skill feats.
Notice that this way if you start expert via background in a skill, you could get master at level 5 and legendary at level 9 if you invest all your skill points.

I have no problem with that and is a way to reward who invest more in specialization, at the same time that open the door to players to set their objectives for each game (wants to specialize or prefer versatility?). At the same time allows players to enjoy some feats that rarely could get in most of the adventures just because level limitation, and/or allowing them to enjoy it more time even if the adventure just barely reach the required level.

I put an example for low level: if a character get Medicine from both background and class it would be expert on Medicine, and get a General or Skill feat at level 1, you could get Continual Recovery as it has the Skill trait (and General so can be acquired with a general feat) and later at level 2 could get Ward Medic.

Notice that those requiring master proficiency you usually get it at level 6 with the skill feat, unless your ancestry has some feat granting a general or skill feat to spend at level 5.


I just found there is a critical hit and fumble deck in card format. Is there a table instead having the same then rolling to get the result instead getting a card?

It would be interesting they integrated better this option in the core for those who like (a more) deadly combat, and with severity result depending the roll.


Just like the Sorcerer can do. Dedication is not the answer I am looking for, because you could use that tradition spells only on your single dedication spell slot of each level, not with your Wizard ones.


I am converting an adventure from D&D 5E to PF2. Mainly is all OK, creatures, encounters, DCs, items (considering the ABP part I apply), but in the case of money on loot it is not clear.

I know there is a table about how much money the party should get at each level, but splitting it into the already made loot places is not that great, more if we think that maybe the adventure does not follows the money standards average for its own game system (it could be lower or higher), cannot assume that.

Then, anyone made some kind of average, with a multiplier factor to apply to D&D 5E money loot to convert into PF2 monetary system?

Thanks.


In some cases you’d want to do it, like “persuading” but not killing and etc.


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Hi, I am new here.

My first post will be about changes I'd make to the game system in the way I think it should be.

One thing that shocked me about PF2 was how many magical items are required, excessive magical loot IMO. And the reason is the need of fundamental runes, as if lacking them players could simply get stuck and be too hard or impossible to beat the creatures incoming for that level.

Then I found the Automatic Bonus Progression. It is good to avoid all the fundamental runes dependency, but at the same time makes all the loot minimal interesting, unless you rain players with special features magical items, which is not good IMO too.

My idea is then use ONLY the Automatic Bonus Progression Devastating attacks, the reason, balance for martials. If we notice the cantrips and focus spells upscales by their own, just like monsters damage even using their natural weapon attacks. Making the martial characters depending so much of items is not fair for them, and makes the game something more like a Diablo, instead a RPG. I can't think about a 18th level character depending so much of the weapon it uses, instead its own capabilities.

In addition, eliminate all the runes, and convert them into item capabilities. It is the same but cannot be transferred, as now there is no need to have that striking fundamental rune to work. Preserve all the capabilities but for the striking one just use the greater of it or your own Devastating attacks, so getting a weapon with striking is for advancing the capability to your level (i.e. getting a striking weapon at level 3, later at level 4 you get it by your own capability).
So a weapon +2 striking greater flaming, could be a nice and unique treasure to get from a tough fight to level 9-10th characters (maybe from an Adult White Dragon), granting you an extra damage die before you get it naturally at level 12th. The wearer is going to appreciate it for sure a lot!

With all this said, well what I'd like to ask to more experienced parties, is what happens with other Automatic Bonus Progression, specially with the Saving throw potency, is it mandatory like the Devastating attacks, or can be left so from 0 to all party having different degrees of it depending the items in the loot?
At first, I think the only mandatory one is the Devastating attacks but not sure about the others. Not using them would make the players appreciate more the items they found for sure, which is an interesting part of the game. But I don't want to put excessive magical items in the loot and at the same time not making impossible to players to advance.