Davido1000's page

Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 96 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello,

I ordered 2x hero point coins about a month ago and it hasnt arrived while my other items that were sent later have arrived.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Fumarole wrote:
You can copy the files from the PDFs, but I wouldn't call them high resolution. For that matter I wouldn't call the maps for Fantasy Ground high resolution either, at least not for the Rise of the Runelords maps. For me high resolution is sufficient to play at miniatures scale and not be blurry.

Well i use a virtual tabletop and ive infact been using your maps for Age of Ashes so thanks for the save!

When i rip the image and blow it up on the vtt, it just looks horrible but when i played in a starfinder game on Fantasy grounds using the dead suns module, the images looked far sharper than anything i can produce. Rise of the runelords is a pretty old module so i would assume there not up to todays standards.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is there any way to get access to the Hi-res Maps for the APs instead of having to buy roll20 or fantasy grounds modules. The files clearly exist for distribution, why cant the customers just get direct access?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello, i've started reaching the endgame of my space pirates campaign but writing up high level NPCs is becoming a real chore. Does anyone know where i could find a collection of NPCs that reach the higher levels?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mary Yamato wrote:
James Jacobs wrote:


That's 1st edition thinking. In 2nd edition, NPCs aren't the same as PCs. In this case, none of the Order figured the portals out—either because that was beyond their skill, not really of interest to them, or the like. One of the biggest attractions to me (and in time, I suspect, to any GM who writes an adventure) is this fact—that PCs can do things NPCs cannot.

I know that being in the dumps about the new edition is not much fun for everyone who's enthusiastic, so I will bow out of the discussion after this, but I just had to say...

Not everyone feels this way. Despite not enjoying the playtest, I had hopes that I would enjoy Second. But this thread plus reading the first two modules has destroyed all of my hopes. It's very heavily slanted to a highly cinematic, world-as-stage-set style in which I have no interest. The lack of coherent rules for what NPCs can do makes the kinds of games I like to run impossible.

My goal is to "have fun" too, but the fun for me is in the sense of the setting as a real thing, opposing the PCs (and sometimes the GM as well, that's part of the bargain). This gives us the joy of figuring stuff out, of finding plans that actually work--not because the GM decides by fiat that they work, but because we understand what's going on well enough to *see* that they work.

I am a GM who writes adventures; not for publication, but I've been writing adventures since the Blue Book (first release of D&D) sometime in the 1970's. It's just not a universal truth that all of us have been yearning to run a gameworld where the NPCs are basically props and their abilities change at whim to support storytelling.

I wish you the best of luck, but this is somewhere I just don't want to go. I'm really, really sad right now.

I'd say that's a little over dramatic a reaction to an answer im not fond of myself, a lictor or reasonably leveled signifer should very much be able to do anything a level 2-3 pc can do and more. I can understand for the sake of combat that pcs and npcs could pull some tricks the other cant but having a high level npc not able to make an arcana check that a level 2-3 PC can as a plot point seems very wonky.

I just wrote it up as they had a look at it, saw that it was completely inert and wasnt willing to spend the resources into figuring out ancient elven magics.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I left a comment almost a week ago about my paizo advantage not being added to my lost omens book and now its been dispatched and the order hasnt changed.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mechalibur wrote:
Okay, "manly left hook" is the best name of an ability I've seen so far.

His entire character is the best thing ive seen so far! And such a tease with a gun!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Would it be the end of the world if i allowed players to have 1 extra class feat every 4 levels starting at level 2? would you think this would disrupt the balance of the game?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I wont be folding all of Gallows of Madness in just the first adventure which deals with a short investigation for some missing kids, this allows the PCs to actually talk to the residents of the town and form a connection with it.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ive been doing some extensive rewrites myself, here's my ideas:

Breachill already had a group of "local heroes" before the actual the story began and were making headway with taking over Hellknight Hill, turning it into there base of operations with the help of the Bumblebrasher goblins.

The hero group were a young male human wizard named Ludwick who was invested in his alchemy, Female Dwarf fighter named Marsha Axebane who is the daughter of Rorsk Axebane, Mia Muskwood a female half-elf cleric of Shelyn and Calmont.

Voz searching for the ring in hellknight hill gets tired of the meddling heroes who were getting suspicious of her and assassinates them all except Calmont, who was the group's rogue with the most information on the citadels secrets and was the one who befriended the goblins, especially Warbal.

The young wizard Ludwick was found dead in his house, poisoned in his alchemy lab. The guard deemed it an accident (perhaps Voz has seduced a guard captain or it could be an open, shut case to the guards).

Voz then uses the call of heroes for that month to set a trap for the remaining group who although are mourning Ludwick's death, answer the call and are ambushed by Voz and her hobgoblin Mercenaries. (Voz only saw Ludwick as a true threat with his magic and isnt scared of mundane warriors and a little girl who heals cuts and bruises)

Calmont is tortured for the information on the Citadel (Which is how Voz finds out about the secret tunnel) and then charmed repeatedly until his mind gives in and is then persuaded to work for Voz and tell Breachill that a wild beast killed his friends.

Due to the torture and constant charms on his mind he seems mentally slower. The clerics deem that his mind was broken from the death of his friends and nothing can be done, Voz being the good Samaritan takes him in as an assistant for her shop in the public eye.

Im thinking of using the first demon slime adventure from gallows of madness involving an accidental Demonic summoning by a young member of the Posandi family (Demons and devils are all the same right!?!).

Alek will also be in town and could help out with his knowledge as well as helping introduce the town and its citizens. The PCs prove themselves to be a threat to Voz who shall be friendly and helpful in there investigation.

We come to the start of the AP where the beacons are lit and the call of heroes begins, Voz sends Calmont to burn them all so the heroes wont start sticking there nose in her business, Calmont's mind finally breaks as he sets fire to the building with the mephit and in his broken mental state he flees to the the citadel.

Everything runs the same from here except Calmont is completely deranged with the goblins trying to coax him down, He will babble about his friends being murdered and the rest of the plot dump you get from the book except for Voz.

An arrow from Dmiri strikes him in the throat before he can force out her name and he falls to the floor dying. while Dmiri flees into the Hinterlands (Im not a fan of railroads so i wont have this be an instant death, ill have some sort of medical skill challenge to try save him). The sheer amount of secret entrances to the citadel is abit silly so ill make the first staircase down a level easy to fix with an hour or so of digging out debris.

Hopefully this will spur the Players to want to investigate the town further while dealing with the citadel thus making the adventure feel a little more open, I want to give the cinderclaws abit more character but ill wait till the 2nd book comes out so i can get more information on them.

I also want the finale to be abit more cooler, instead of the barghest and the spider room which seem like filler battles, i think there should be an all out brawl between Voz's hobgoblin mercs trying to get to the ring and the cinderclaws trying to fight there way out. Maybe even a team up between Voz and the PC's before she inevitably betrays them ;)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
evil homer wrote:
Davido1000 wrote:
Ive been converting 4e Npc statblocks, all ive changed are the numbers to be comparable with other monsters of its level. Ive found the reactions and powers from 4e slot into pf2e almost seamlessly.

I've been looking at that since one of the best things about 4e was the monster design, in my opinion. With that in mind I have a couple of questions..

(1) Are you also also including all of the force and voluntary moves associated with many of the 4e creatures?

(2) I'm looking to implement a 4e style Minion rule for PF2 any thoughts?

(3) I loved the bloodied condition in 4e, and the fact that monsters usually did something cool when bloodied. Are you carrying that across as well?

(4) I assume your aligning the to hit and damage values with appropriate level monsters in the PF2 bestiary. Any other changes your making in the conversion?

(1) I have, 2e actually has a few monsters that do this anyway. It just adds to the more high movement based combat. Most of the time for NPCs i try to find feats in 2e that correspond to a 4e ability.

For example a human guard in 4e has a recharge ability called "powerful strike" that does normal damage and knocks people prone. My 2e Human guard just has the knockdown fighter feat slapped on a hobgoblin soldier, give him a halberd and remove any hobgoblin abilities.

(2) I havent done that myself as i dont know how that would affect CR, all ive been searching for are npc holes to fill and the odd monster im really missing from the bestiary.

(3) The bloodied system is fantastic and it saddens me that its been left in 4e. I used it for an orc berserker chieftain as a special single use reaction which triggers when he takes damage that knocks him down to half health.

This let him attack an opponent in melee and recover a quarter of his health back, Really intimidated the players and was an awesome moment in the fight!

(4) Not really. Just eyeballing the numbers i want for the cr of the monster and swapping abilities around or adding some new ones. Thank the lord there giving out the rules early so i don't have to eyeball anymore. Ill still be delving into 4e the for gold mine that is monster and npc abilities however.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Corvo Spiritwind wrote:
Pumpkinhead11 wrote:
Charlesfire wrote:
Corvo Spiritwind wrote:
Lanathar wrote:
Perhaps the alchemist teething issues are not as surprising as it changed most from 1E to playtest and then again from playtest to 2E
I miss alchemical discoveries. Specifically Alchemical Doppelganger and Simulacrums :(
The alchemical discoveries have been replaced by class feats. Some are still missing though...
Like my Vestigial Arm, and Tentacles

I know right? Best part was to use them to scratch an itch on your back where normal arms didn't quite reach

.

Im pretty sure most of these things came from an "ultimate" book. combat or magic i cant remember.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ive been converting 4e Npc statblocks, all ive changed are the numbers to be comparable with other monsters of its level. Ive found the reactions and powers from 4e slot into pf2e almost seamlessly.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Im loving 2e so far but there are 2 minor complaints coming from my players.

1. What is the point of alchemists goggles having an item bonus on attacks when the alchemical bombs already get an item bonus that to my knowledge wont stack and that there really should be an alchemical bonus type.

2. All martials get items bonuses to their attacks from magic weapons, why dont spellcasters get item bonuses like a rune of spell empowerment to spellcasting?

I think these are fair questions and i would like the forums input.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello,

My Paizo advantage hasn't been applied to my lost omens world guide in this order.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This was quite an enjoyable read and i'm glad you had fun, Its making me hyped for my first GMing of the game tonight.

I will note that oozes are immune to critical hits, i slipped up on this in the first playtest encounter myself.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
totoro wrote:

I'm going to run the same group through Hellknight Hill with new characters next. I can already see it's NOT THAT, either. When the spellcasters suck, I'm sure it will make the players feel better if I say "yeah, you suck, but if you were in any of these scenarios and chose just the right spells, you wouldn't suck so bad."

I am comparing spellcasters to fighters because the fighter is so dominant. An 18 STR fighter who can cast Command and Fear at will would rarely cast either spell because they are not as effective as just attacking. In plaguestone, the fighter would have been stupid to cast either of these 1st level spells (even if he could cast them AT FREAKING WILL) if it meant losing two actions. Doesn't that mean anything? At 2nd level, the fighter can attack AND apply the same effect as fear, but better because it is with damage and the "save" is harder because it works on a hit/critical hit. I'm sure you will point out that a cleric who chooses Command and Fear as 1st level spell preparations is doing it wrong, but those are seemingly appropriate choices. Or is the cleric supposed to take Air Bubble because if they find themselves underwater, the cleric is really going to shine?

I've played every version of D&D and pathfinder. I have run characters through a huge number of adventure paths and modules and I have built many a campaign that took characters through all of the levels to 20 (though rarely over because it wasn't fun for me). I am aware there are [fill in the blank]s that will make it better if you pick this spell or do that thing, but they only matter if they happen. The most important abilities are the ones you use frequently. Breathing underwater is not something that makes up for sucking most of the time.

If the players are going into spellcasters at level 1 and expect to do the same raw damage as a fighter and barbarian then you obviously haven't played much D&D.

So the cleric doesn't get the fighters +2 to hit, boohoo! Cast bless and attack thus giving you and your party a +1 to hit. D&D isnt a competition on who gets the most damage unless its a toxic table. Its a team effort.

Saying spellcasters suck because 1 player made a suboptimal druid and another made a cleric with fighter envy doesn't really hold much weight.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Corwin Icewolf wrote:

Some would argue that things like this are, in fact, metagaming. I wouldn't but many people would. I've been accused of metagaming for leaving a room when a construct started sparking and acting strangely, for instance.

Also, that's not always entirely clear, how would you guess at saves for a mimic(doesn't have feet, or wait... does it? No idea.), or a gibbering mother(uhhhhh... just... uhhhh...,) or even a simple wolf(it probably might have high reflex, but animals can be fairly wise, might have high will, but then they always tend to have pretty good con...)

Using common sense isn't meta gaming. Obviously the weird and alien creatures are going to be hard to put a pin in but that's kind of there thing.

Even if your not gaming the monsters saves, its generally a 50/50 shot against a CR equivalent monster on its strongest stat.


7 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Corwin Icewolf wrote:
How will you determine their weakest save without metagaming now that the gm decides the information you get from a recall knowledge check? You won't have enough spells to play guessing games with every round.

Using your brain. oh its a big brawny behemoth, i can guess his fort is pretty high. That assassin is a pretty slippery customer, i bet he has a high reflex. its not a difficult concept to grasp and if your gm isnt describing its fighting style and how it acts then your gm is doing it wrong.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Joana wrote:

Here, James Jacobs said:

Quote:
We'll be putting 2 town NPC capsules in the inside cover of every volume too to continue building up the locals as well.

So if you can wait to run the AP until all the installments are out*, you'll have more local flavor.

** spoiler omitted **

Maybe, if you're not running Fall of Plaguestone, you could reflavor some of the around-town sidequests from that module to fit into Breachill? There are several there. Alternatively, you could poach some from another 1st-level town-based Paizo adventure, but you'd have to convert them from 1e.

Ill be running fall of plaguestone as a taster of the system for my group first and then begin age of ashes shortly after.

Im Looking at Gallows of Madness at the moment for something to do in town and maybe foreshadow the antagonists of the book.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I feel that chapter 1 is disappointingly quite thin on content and think something more could be done before you set off to the citadel after 1 encounter.

I think i might include some sort of investigation around town first or maybe a few sidequests from the townsfolk before the town meeting. This will let the players get a little bit more invested in the town and its history hopefully.

Has anyone got any cool ideas on how i could expand on this?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

You get the rules in adventure 2 i believe


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
captain yesterday wrote:
Did not see intellect devourers or neothelid.

Arent they under WOTC's iron fist?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Just caught up, and is it me or was the champion the mvp of that fight throwing out the reaction to save others from damage and lay on hands while tanking like a boss.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Vidmaster7 wrote:
I got to be honest some of those posts are a bit lengthy for me. I demand more TLDR's!!

TLDR: I dont like 2e because its not 1e.

Honestly alot of the complaints from sherlock are things that needed to be fixed from 1e, Rampant magic strength, constraining battle mechanics and a need for a maths doctorate to play the game at high levels.

There were some valid comments but complaining that paizo didnt take your homebrew into consideration is quite ridiculous.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
John Lynch 106 wrote:
Fumarole wrote:
I'm looking forward to the Bestiary. Running the Playtest was much more fun than playing first edition, largely due to some of the unique abilities the party's foes had. Watching my players' reactions as I describe some neat thing that was done to them was priceless. Second to that was watching them slowly adapt to not everything having attacks of opportunity. The battles were much more dynamic that those in the past, which made running encounters more engaging.
I am simultaneously looking forward to the bestiary and dreading it. Things like the marrilith's attacks are really, really off putting. But I worry such is life with the new edition. Might be a good reason not to play it unfortunately.

Whats offputting about the Marilith's attacks?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Does anyone know how many bonus types there will be? I've seen status a lot but not many others which is a little worrying as it could possibly make a lot of buff spells or the bards inspire confidence redundant.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello, ive look at my order 7923351 but paizo advantage hasnt taken effect on it. am i missing something?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

It seems that quite a few monsters have a few variants which is really nice and the tarantula being able to flick there hairs is awesome.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Back to the topic, Im not that well versed in the diety specific channels in 1e, what did they do exactly?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
magnuskn wrote:

I feel that the thing I wanted to say has been hijacked into a whole other conversation. Suffice to say, my experience with Pathfinder has been very different from others in this thread. Then again, my group has been playing all core versions of the 3.X engine since it came out (and AD&D before it), so there is more system mastery there than other groups probably have, so I've seen less characters which were "badly" built than others here will have.

My expectation still is that with further splatbooks the highly modular nature of 2E will lend itself to more hyper-optimization than PF1E did. If it will play out that way in reality remains, of course, to be seen.

Paizo has said they will have a stronger reign on the content being released, lead designers will be more involved and a quality not quantity release schedule is being adopted so hopefully it wont be as rampant as 1e.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

They are definitely odd choices for the first 3 new races but i can dig it, They will no doubt playtest any new classes they make for sure.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lanathar wrote:
Wait, has there been a release schedule that goes beyond Gencon / initial launch? This passed me by

Yes the Gamemasters guide with some variant rules, lost omens character guide which has 3 new ancestries,Hobgoblin, lizardfolk and leshy as well as some more variants for the the core and finally Lost omens gods and magic.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

A cynic would say that its just going to be a reprint of the 1st edition one but seeing as its a hardcover and i presume a meatier book, i could see this as a fitting addition to a book about the gods.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Thank you very much!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Theres possibly an instinct that allows for unarmoured combat?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello, i just signed up to the lost omens subscription but it seems to have started with druma when i wanted to start with the 2e book, could this be changed please?


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
First World Bard wrote:
Kyrone wrote:

Yeah be have Druid dedication, he says at the 2 hour 25 minutes mark of the video, an that was so he could have some spellcasting.

This confirm that Rangers are pure martial in the core book, maybe in the future will have one Hunters Edge that give focus spell.

I mean, it's entirety possible that there are class feats that give the Ranger a focus pool and something to do with it, though they wouldn't be included in the core chassis: much like the monk. But that could also be something introduced at a later date, if it didn't make it into the CRB.

I find it very thematically appropriate for a ranger to multiclass into druid for spells as they were always a dabbler in druidic practices anyway.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ediwir wrote:
Deadmanwalking wrote:
Davido1000 wrote:
It seems Rangers do have access to spells, maybe a use of the focus mechanic?
Almost certainly. They've said before they were gonna give Rangers Focus Spells.
Seems to be a multiclass.

Yes listening back through i missed that explanation, so it seems that rangers are purely martial.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

It seems Rangers do have access to spells, maybe a use of the focus mechanic?


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
tqomins wrote:

oh gross. so in this second episode the table of like 10 men went all in on a blatantly sexist joke—and everyone I've seen talk about the ep is calling "the funniest episode ever"

anyone wonder why this hobby does such a horrible job including folks? jfc

the only thing I'm learning from these things is that glass cannon is exactly as awful as that splash image suggests

and the absolute worst part? Paizo partners with them and then in the moment Jason and Erik decide to play along and Jason, at least, decides to *add on*? ugggggh

shame on Paizo for participating in, promoting, and perpetuating such awful stuff.

(To be clear, what sparked this complaint is the unfortunate material that starts around 23:25.

I am 100% not interested in discussing this, do not @ me. It is not meaningless or "just a joke."

If that is your first thought, it is wrong and you should think again and more carefully. Quite the contrary, jokes have particular social significance: this kind of behavior draws a line about who and what kind of talk is welcome, and who and what kind of talk is not.)

This isnt really the forum to be discussing what you feel about jokes, can we please keep this pathfinder related.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I subscribed for the APs a week or so ago but to start with the age of ashes AP, does this mean i dont get advantage because i dont want to start by getting the last chapter of an ap i dont have the rest of? because thats kinda lame.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Captain Morgan wrote:

Doesn't this feel a teensy bit premature when we don'r know what is going to be in bestiary 1, yet? For example...

Some Kind of Chymist wrote:

Yay! stealthy owlbears attacking from above; run all ye heroes that fail to set up watch shifts.

I'm also hoping for some cool new magical beasts and plant creatures.

Maybe a pickle monster of some description that goes after all these pickle-eating goblins.

All the less common mephits; off brand lycanthropes and off course giant amoebas.

We had wererats in the playtest bestiary. How offbrand are we talking here?

Also, I wouldn't take what we expect from B1 for granted. Even just the work they have done basic things like zombies so far has been really really cool.

I second this, we dont know what kinda curve balls B1 is going to throw at us, The only thing we really know are the classics will be in it but i assume there will still be plenty of page space for more.

I would really like a great variety of variant humanoid enemies for example, Hobgoblin phalanx fighter, Commander, Bomber etc.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I stand corrected and im so happy about it!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Does the fighter have access to the focus spell mechanic other classes have? because some focus based special moves would be cool.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lightning Raven wrote:

I don't have any idea whatsoever how form or shape the encounter powers had in 4e and I'm too lazy to look it up, but I do like the idea of "special" attacks for martial characters.

They can add an interesting layer for martial combat and if done right, they can be tools to add to the classes that have been just using full round actions to be meaningful every round.

It could be very interesting, specially now with the 3-action system, to have 2-cost attacks that have a meaningful trade-off in terms of effect. More crowd-control, debuffs or simply something they gain after releasing some fancy attack. I doesn't need to be like anime and manga, with insane abilities that must be shouted, but something akin the Iaijutsu Strike from the Sword Saint archetype for Samurais is a good baseline, although the ability was horrendously implemented (too convoluted for low reward, unbeatable combo).

Fighters in the playtest had combination attacks and stances that built off of each other which was a cool mechanic. but i havent heard much about it for the official release, a nice 2 or 3 action cleaving attack that hits all monsters adjacent to you would be pretty sweet.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Saedar wrote:
Steelfiredragon wrote:
Davido1000 wrote:
0o0o0 O 0o0o0 wrote:
Yes, this. My PF1 Paladin is exactly this. Medium armour for speed. No shield, don't need it. Two-handing a longsword (for Iomedae). Fist into battle, he defended the party by discouraging others from the front line - in a party of four with him, the others would typically be a Wiz, a Rogue and a Divine of sorts, why should they risk their necks or have redundancy in more than one frontliner? PF2 appears to need more than one melee fighter in a party to make the Champion worthwhile.

I dont understand why people are constantly complaining that they cant play classes the way they want to play it when you can quite easily with the multiclassing system. You wanna run head on into battle with a longsword instead of having the paladin reaction?

Take fighter with sudden charge, then take paladin multiclass at level 2, that way you can pick and choose what you want.

because some of us, do not like multiclassing

and its a RP thing too....

Multiclassing doesn't mean the same thing as it did in PF1. More like build your own class.

If it is about RP, I don't get how multiclassing impacts that at all. There's no RP reason why a LG Fighter/Champion can't call themselves a paladin. Or champion. Whatever.

Precisely, Theres nothing stopping you from Rping as an acolyte paladin fighter at level 1 then picking up all the paladin stuff you want moving forward. i find one of the more exciting things about 2e is the modular multiclassing that fills in for all the niche archetypes 1e had.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
graystone wrote:

Ok, I see it now: Silly me, I assumed a ranged feat was going to be all about ranged attacks so once I say it gave you a strike with ranged weapons I missed the last sentence.. :P

On the rest, I don't know. Maybe we played it wrong: we didn't use a paladin... ur, champion for long. It seems a bit better then for melee buddies.

Im only showing what was given out as one of the spoilers, it would be kinda lame if 1 type of champion got a somewhat superior reaction to the others making it the most viable choice.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
0o0o0 O 0o0o0 wrote:
Yes, this. My PF1 Paladin is exactly this. Medium armour for speed. No shield, don't need it. Two-handing a longsword (for Iomedae). Fist into battle, he defended the party by discouraging others from the front line - in a party of four with him, the others would typically be a Wiz, a Rogue and a Divine of sorts, why should they risk their necks or have redundancy in more than one frontliner? PF2 appears to need more than one melee fighter in a party to make the Champion worthwhile.

I dont understand why people are constantly complaining that they cant play classes the way they want to play it when you can quite easily with the multiclassing system. You wanna run head on into battle with a longsword instead of having the paladin reaction?

Take fighter with sudden charge, then take paladin multiclass at level 2, that way you can pick and choose what you want.

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>