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![]() Old_Man_Robot wrote:
I actually did something like that, but using an inscribed one witch. Took tough, construct and flight. Played it like a wizard who found a sentient spell book. Worked well. ![]()
![]() Unicore, thank you very much. I have never really looked at Proficiency without level and summoning spells before. Normally I play standard so I have very little experience with it. And summoning spells are off the charts amazing when playing PWL. The sheer versatility of a conjuror wizard is staggering. The thing that holds back summoning spells in regular games is that you summon things that are woefully under-leveled vs. the things you’re fighting. But in PWL, a level one wolf or hunting spider is nearly equal to something 4 levels above it, especially when you use augment summons. There are so many creatures that are simply broken in the hands of a PC if the GM allows unlimited access to monsters. For example the level -1 ether sprite, which has a one action at will confusion ability, so a summoner can use one of his actions to confuse two enemies. If he has access to the summon fey spell natively, he can do this at level 1. It is hard to grasp how strong summoning seems under PWL. Maybe I am missing something. I hope so. ![]()
![]() Claxon wrote:
Even that’s not universal. There are situations where making a third attack at -10 may be the best choice. Like say your bard critically succeeded an inspire heroics on you, the enemy is clumsy 3 from synesthesia for just this round, and the rogue just moved into flank with you. In that case, swing away. ![]()
![]() Ravingdork wrote:
You are joking, but it’s really easy to build a subpar kineticist. I’ve done 2 tests so far, one with a 10th level water kineticist, and a 1st level air kineticist. The 10th level water kineticist was amazing. The first level air kineticist… was not. ![]()
![]() I’m allowing elemental weapon (composite longbow) for the playtest, but earth blast does the same damage and water 2 points less, although with much lower range. Doesn’t change the fact that when built in a very specific way kineticist can do reasonable damage. It’s why I want CON to damage, so it allows more builds to do similar damage that they can already do without jumping through all the hoops. ![]()
![]() Kekkres wrote:
If all you care about is damage, at level 11 a kineticist can do 2d12+2d6+7 melee or 2d8+2d6+5 with a 100’ range, with any element, as a single action. Not barbarian numbers, but respectable. I’m more worried about there being a one true build. ![]()
![]() Since it looks like we will not finish due to work and stuff, I’m going to go ahead and talk about our testing of the psychic. We wanted to try something we’ve been meaning to do, the super fighter team, focusing on making a fighter the best they could be. We had a fighter (obviously), bard, eldritch trickster (divine) rogue and an infinite eye psychic. We were going to try multiple levels but only did level 1, and only 1 session at that. General comments: Super-fighter was super-effective, at least at this level. At one point the fighter could crit on a 7, for 6d12+17! Granted, it was against a zombie shambler, but still. Even the rogue was seeing good results and they weren’t the focus. Psychic comments: We went with spell attack for the mental scan roll. Cooperative Nature is very strong with mental scan, maybe too much so, especially with the cooperative soul follow-up. It makes humans the go to choice for psychics. The psychic chose mage armor as their one spell per day so it would have the biggest impact. They said that they would probably never cast true strike and hated that it was required. They requested maybe object reading as an alternative. Not sure about that one. Home game I’d allow it. They never amped detect magic, and only amped guidance once, which turned out not to matter besides taking a 10 minute refocus to get the point back. Hopefully there will be more options to use amps when the book comes out. On another note I never realized guidance and aid stacked before which is nice to discover. While we only did first, the psychic was underwhelmed by the feat options. They said in an actual game most class feats would be used for archetypes. Combat was very samey. Amp mental scan a target and TK projectile or daze, depending on what the results say. Partly because the fighter was wrecking everything. For something called infinite eye, their perception was pretty bad, tied for lowest in the party. Not a big deal, but was mentioned. Overall feeling is that with a little tweaking psychic will be in a good place but not quite there yet. ![]()
![]() It seems that many people have an issue with the verisimilitude of battle medicine and not using a kit or empty hand. Let’s see if we can come up with a justification for it. Let’s say I am playing a monk with battle medicine. I want to define this as striking certain acupressure points causing the body to release its own resources to heal the injury. (It’s also why I can only do it once a day as it takes that long for the body to recharge.) I then point out that I can do it with, say, a stick instead of my fingers. I am still hitting the point only with the stick after all. I then teach my friend the fighter how to do it as well, using the hilt of his sword. He picks up the skill and feat so now he can do it too. Finally, I actually did this a thousand years ago. This knowledge has spread to many healers throughout the land. There. We now have an in-game reason why people can heal without needing a healer’s kit or an empty hand. ![]()
![]() I have a player who likes playing support characters. You know what her favorite class in PF 1 was? Kinetic Chirurgeon. She loved the class. She said that it was the first time she felt like a real healer, because the healing wasn't limited in how much healing she could do, but how much healing the others could take. She also had backup abilities to help the support role (slick for making people trip or drop their weapon, kinetic cover for battlefield control) plus an okay damage to contribute to damage. It was an interesting way to play, really. The group was never in danger of being killed, but as the day progressed, they became easier to knock out, so eventually they would have to rest to clear all of the non-lethal damage. It did seem that they were much more willing to press forward, even "injured", because there was less of a fear of losing their characters. Since PF2 is getting rid of non-lethal damage, I'm not sure how such a class would work. I'd still like to see a similar class. ![]()
![]() Staff of Minor Healing For chapter 2 of Doomsday dawn, the druid was deciding between a Staff of Minor Healing and Hide Armor +1 as her level 3 magic item. She liked the fact that she could substitute slots for charges, since it meant you didn't have to memorize heal spells. Then she noticed that using it with either charges or slots still cost resonance. Her response: "You mean I have to invest a point of resonance and it still costs resonance to use? Screw that, I'll just use a wand of heal instead." (She used a word a bit stronger than "screw".) She did convince the barbarian to use one of his level 2 items for a backup wand. ![]()
![]() Below is a list of all of the healing classes and methods of healing ranked from best to worst, at least in my eyes. Cleric:
By far the best healer in the game. Channel energy allowing you to use your max heals 3 + CHA times a day, along with the variou spell slots allows for a goodly amount. If you choose a goddess with the healing domain (which means Pharasma or Saranae currently), Healer's Blessing and Healing font especially (use your spell points to heal) adds even more healing. Healing hands adds an extra 1d8 (2d8 at 10th) to targeted heals. Sadly, Paizo got rid of spontaneous heals, so if you want to use the spell slots for healing. Paladin:
Paladin, you say? Ranked just below cleric? Yes. For one reason, lay on hands and channel life (turning your spell points into full heals). Hospice knight is good until you get channel life, but be sure to retrain it afterwards. Mercies are nice to get rid of status effects, although not as well as a divine caster. That said, you could multiclass into cleric eventually to get actual spells, and if you want to be the main healer you will want to. Sorcerer (Divine or Primal):
The choice between sorcerer and drud was close, but eventually I went with sorcerer being the slightly better healer. The sorcerer can be the main healer... eventually. Both Divine and Primal has heal on its list, and sorcerer edges out druid simply because of the spontaneous heighten. Thus, unlike druids, sorcerers don't have to fill their spell slots with heals to use them. I would choose Primal over divine, just so that you have actually useful cantrips you can use. Sorcerers do have one advantage over cleric, however. Sorcerers have the class feat Wellspring Spell, allowing a 20th level sorcerer to cast up to 5th level heals all day, every day. Druid:
Druid does get heal on their spell list, so they can heal. The big issue is since they are prepared casters, they have to actually choose their heal spells at the beginning of the day, so are much less flexible than the sorcerer. The reason they are close to sorcerers is the plant druid ability of goodberry, adding extra healing (although not much, admittedly) per day. The druid aso doesn't get much class feat support for healing, although like sorcerers at 20th they do get unlimited heals wth Leyline conduit. Bard:
In most ways as far as healing is concerned Bard is a worse Sorcerer. They don't get heal, they get Soothe, which works like heal, but not as well. They do get the heightened spell and at 14th they can take Soothing Ballad, which helps, but in general the sorcerer is a better healer. However, bards are the superior buffing class, so if you want a class that buffs and heals as a secondary ability, Bards might cover your healing needs. Alchemist:
As a main healer, Alchemist is at the bottom of the heap. Yes, an alchemist can create elixirs of life, but they heal d6 vs d8 for the heal spells. If you don't want to spend bunches of gp (see items below), they also cost resonance. Worse, they cost the alchemist resonance to make, and the user resonance to drink. Since your primary class feature (bombs) also takes resonance, along with any invested items you are wearing, you won't have that much left over for those elixirs. Very few of your class feats work with elixers of life, and the few that do requires you use quick alchemy. I'd advise against using an alchemist as the primary healer. Multiclass Cleric:
You can attempt to supplement your healing abilities by multiclassing into cleric. This will take a lot of feats, and for non-healing classes will not make you a primary healer. The first feat, cleric dedication doesn't even get you the heal spell, just a couple of cantrips. Once you take Basic Cleric Spellcasting, you will get a first level spell slot at 4th, a second level slot at 6th, and a third level slot at 8th. So, that is 1d8+wisdom once at 4th, and at 6th a single 3d8+wisdom. At 6th you can take Basic Dogma to get healing hands for an additional 1d8. At 8th, you can take Divine Breadth to get 1 more spell slot not counting your 2 highest spell levels (which at this point means 1 cantrip and 1 first level spell). Expert cleric spellcasting at 12th gets you a 4th level slot at 12th, a 5th level slot at 14th and a 6th level slot at 16th. Master level spelcasting at 18th gets you a 7th level slot at 18th and an 8th level slot at 20th. So if you are willing to sacrifice all of your class feats except your 10th, 14th, 16th and 20th, you can almost be a marginal healer. Note that if you are primary spellcaster, you don't get a 12th or 16th level class feat. That said, if you are a Paladin or primary caster and are trying to supplement your healing, it might be worth it. In addition, you do get to use divine spellcasting items. Item Healing:
This option is for those without another source of healing or to help relieve the pressure on the primary healer. Note that this option is expensive and costly in terms of resonance. First off, thanks to resonance, you will be wanting to use the highest healing you can afford. There are five sources of item healing: Elixirs of life, healing potions, scrolls of heal, wands of heal and a staff of healing. Elixirs of life is usually the worst deal since they only heal d6 damage instead of d8 damage of the other methods. However for alchemists or those with alchemical crafting, they can often be created cheaper and easier than others, significantly saving money. In PF2, potions and scrolls cost the same amount, so the big difference is who is paying the resonance cost. (Potions, the user pays, scrolls the caster pays.) Wands now only have 10 charges, and the price savings per cast is marginal, so they are not as good a deal as before. Staffs of healing, on the other hand, are very much worth it. They can be recharged and most importantly, the user can sacrifice a spell slot to cast from it instead of using charges from the staff (use still need to use resonance). For prepared casters, this allows them to memorize spells other than heal in their spell slots. Medicine skill:
A brief menton of the medicine skill. The only way you can use it to heal others is if you have the skill feat battlefield medic. This allows you the chance to heal 1d10+Wis HP once per day (2d10+Wis on a critcal success). Note that the DC to do so is 20, and healer's tools do not help. Interestingly, it looks like they aren't needed either, or at least they are not listed. This is almost certainly an oversight, so expect this to be fixed. Master of medicine gets 2d10+wisdom with a DC 25 check, and Legendary gets 4d10+wisdom on a DC 30 check. The big issue is that if you critcally fail, the subject loses 1d10 damage. This means it makes it much less of an option at low levels. Since it is currently only once per day per person, this means a party could not rely on it as a primary source of healing. Hopefully others have found this useful. ![]()
![]() "When a character Crafts an item, use the high-difficulty DC
A level 1 high DC is 14, so to craft a common level 1 item has a DC of 14. So the Int 14 level 3 expert crafter (+6) would need an 8 to succeed. Since he is 2 levels above the item, it only takes 2 days to complete if he was willing to pay full price for the item. As long as he doesn't crit fail, he doesn't lose the materials and can try again. Even if he does crit fail, he only loses 10% of the materials. If he critically succeeds (on an 18-20), you are considered 1 level higher for reducing cost. So for the 4 minor healing potions, after 2 days, you spent 6 gp (60 sp). You can now spend the remaining amount (60 sp), or reduce the cost by 4 sp for each day over the amount (6 sp if you critically succeed). (p. 148) You do also need to spend the 10 sp for the formula in the first place (p. 188). The basic artisan's tools are 50 sp. You could also spend 200 sp on expert artisan tools for a +1 to the roll (p. 184). Of course, they are bulk 8, so you aren't carrying them around in your backpack. If you have a friend, they can provide an additional +2 if they get a DC 15 aid check (+4 if they critically succeed, -2 if they critically fail) (p. 307). If your friend is a bard with inspire competence they cannot fail or critically fail to provide aid, and they use their performance skill to boot (p. 233). (Note that if the person you want to aid you has the higher roll, you should be aiding them.) These rules are scattered all over the book, so it's not unreasonable for you to have missed them. ![]()
![]() Fabricate is just gone. Create Water is now first level and creates a maximum of 2 gallons. Mending is also first level. It does subsume make whole (Heightened 2nd) but also completely nerfs it. (Goes from a object 10 cubic feet per level to an object of at most 1 bulk (2 bulk with Heightened 3rd).) ![]()
![]() I believe what is supposed to happen is that high level skill feats are supposed to be gated by proficiency level. The problem with the playtest is that there are simply not enough high level skill feats. Most skill only have 1 master level and 1 legendary level skill feat. Some don't have any. Even then, many of these feats aren't very good. Kip Up, for example, is the only master level acrobatics feat, which allows you to stand up without triggering a reaction. I see this at best as an expert level skill feat. The only legendary skill feat for acrobatics is legendary contortionist which allows you to move at full speed while squeezing. When I think of a legendary acrobat, I don't think of someone squirming through tunnels. Now this will change once we get some more and better skill feats. What I hope is that we will get supplemental material to support high level playtesting. ![]()
![]() Melkiador wrote:
I'd prefer 14 for the first dedication feat, 16 for the next one. ![]()
![]() Secret Wizard wrote:
Wesley is a level 15 rogue dealing with level 5 enemies. Of course he looks impressive. Indiana uses a whip (finesse), his fists (also finesse) and a gun (dex based). That said, he has more even stats. Probably something like 12/16/12/16/12/12 at first level. He also isn't a first level character. Conan is a barbarian who is trained in thievery. Just because you have the thievery skill doesn't mean you are a rogue. ![]()
![]() PossibleCabbage wrote:
Wands will likely be cheaper per charge, yes, but how many charges of the wand will you use before you should be using the next higher level of item? Say I have a wand of a first level spell. Since it sounds like I am only going to be able to use it once or twice a day, I might end up using only 5 to 10 charges over the life of the wand until it is no longer an effective use of an action. If that's the case, the scrolls are actually the better deal, depending on pricing. ![]()
![]() I am... concerned. From what I can tell, compared to PF1 monk, PF2 monks lose all weapon proficiencies, increasing damage dice past the first level, stunning fist, bonus feats, wisdom to AC and fast movement. Some of these can be bought back as class feats I presume, but doing so means you don't get ki powers at the appropriate levels. Flurry seems worse as well, going from -1/-1 to 0/-4. ![]()
![]() In PF 1, based on what most mundane gear is worth, 1 copper piece is worth approximately 1 dollar in modern terms. (There are some weird exceptions, of course.) The 1 silver per day for "untrained" workers is how much it costs to live at a poor lifestyle (3 gp/month). So this is basically what it costs to pay for your worker's room and board (i.e. apprentices and slaves). The actual beginner's wages is about 4 to 6 gp a week (about $400-$600/week in modern times). I use this as a price guide when someone wants to buy gear that doesn't have a price listed, and have modified some prices (mostly down), especially for alchemical and masterwork items. What this means is that magic gear is fantastically expensive, and rare. Most commoners will never see it, beyond maybe a low level potion. It's one of the ways to have a mostly mundane world at the base, while still having high level gear. Sure, those powerful nobles (or oil execs and CEOs) might be able to afford things like carpets of flying (or helicopters), but the commoners won't bother. So if PF 2 has redesigned the item price list, they need to make sure they base it on how much a silver piece is worth in modern terms and price accordingly. ![]()
![]() I am a bit worried at the comparison between first level clerics from 1e to 2e. Let's compare: At first level, a 2e cleric gets 1 domain, getting one power powered by their spell pool equal to their wisdom bonus (let's say 18 wis, so 4 times per day). They get their deity's favored weapon. They get cantrips. They get 2 first level spells. They get channel energy which lets you heal 3 + cha times per day (let's say cha 14, so 5 times) that lets them cast the heal spell (1d8+4 hp). Now for the 1e cleric. Let's assume the same stats (wis 18, cha 14). At first level a cleric gets 2 domains. Let's say they pick Travel and Trickery. From travel, they get +10' movement and the agile feet power 7 times a day. From Trickery they get to add bluff, disguise and stealth as class skills, along with the copycat power 7 times a day. They get 3 Orisons per day. They get channel energy 5 times a day (1d6 hp). They get 3 first level spells (1 base +1 from stat +1 domain spell) 2 of which can convert into cure light wounds. They also get the deity's favored weapon. So for the 2e cleric channel energy is stronger, but you only get 1 power, compared to the effectively 4 powers for domains, and can use it less. Hopefully that one power will be more powerful than the 1e powers. You get 1 less spell and the spells are slightly less flexible. Cantrips may be more powerful than Orisons at higher levels, but what about at level 1? That said, some of the power might be able to be made up for by rituals and more useful skills. The cleric is now effectively a full BAB class, so battle clerics should be easier to do. Ancestry and Backgrounds might also make up some of the difference between the 2 as well. Or they may not. We will have to see the rules in full to make a final judgement. ![]()
![]() Even with Handy haversacks, carrying capacity matters. Take a swashbuckler. Chain Shirt, Rapier, Buckler, Handy Haversack. That's it. Weight load: 37 lbs. You have to have a strength of 11, or you are now in medium load. Two more pounds (say a dagger and a torch), you now need strength 12. Being in medium load, your max AC to dex is now +3 and you move 20' instead of 30'. That can easily be the difference between life and death. You can invest in mithril armor to make your gear lighter, but that's the point. Carrying capacity makes it a meaningful decision. At low levels, you can (and really should) invest in a pack animal for your party. With the encumbrance rules, you understand why it is important. I'm not completely opposed to bulk, but it does need to make sense and provide those meaningful decisions. Hopefully it will do both. ![]()
![]() How much does 1 coin take up in bulk? How about 50 coins? 5000 coins? Does it matter if it is loose coins or in a bag? I can easily carry 5 pounds of coins (or 2 kilos) in a bag. It would be impossible to carry them loose in my hands. Let's say 50 coins in a pouch is (L) bulk. What about 75 coins? Do I round up or down? What about 95 coins? 55 coins? 49 coins? If 49 coins in a pouch is negligible weight, what about 2 pouches? 10 pouches? 100 pouches? What if each pouch only had 3 coins in them? The advantage of weight over bulk is that you simply add up the pounds (or kilos). With abstractions, you open up the possibility of people gaming the system. And if you don't think people will try to game the system, you haven't played with some of the people I've gamed with. ![]()
![]() BretI wrote:
PF1 had those options. The problem was that they were so expensive, it was usually cheaper and easier to just buy the appropriate potion. ![]()
![]() Okay, I took the original concept of a big stupid scary tiefling fighter who wields a large greatsword to see what I came up with at level 10. I went with standard wealth by level, but included no outside buffs.
Spoiler:
Tiefling (Qlippoth-Spawn) 10 Str 26 (20+2 level+4 enh) dex 12 con 14 int 5 wis 14 cha 8 Racial Abilities: Scaled Skin (+1 natural Armor, Fire Resistance 5), Skilled (+2 to Escape Artist and Survival), Darkvision 60', Prehensile Tail, Oversized Arms Skills: Survival +17, Intimidate +26 (+1 skill point from favored class bonus) Traits: Muscle of the society, Indominable Faith Feats: 1st: Power Attack, Furious Focus 2nd: Weapon Focus (Greatsword) 3rd: Skill Focus (Intimidation) 4th: Weapon Specialization (Greatsword) 5th: Advanced Weapon Training (Warrior Spirit) 6th: Vital Stirike 7th: Corungon Smash [Adavanced Armor Training: Armored Confidence] 8th: Dazzling Display 9th: Signature skill (Intimidation), [Advanced Weapon Training (Armed Bravery)] 10th: Advanced Weapon Training (Dazzling Intimidation) Important Equipment
Single attack +25 to hit (+10 BAB, +8 str, +1 WF, +4 weapon training, +2 enhancement), 6d6+29 (+12str +9 PA +2 WS, +4 WT, +2 enh)
With warrior spirit (bane): An additional +5 to hit, +2d6+5 dam 5/day
So calling upon his dark power 5 times a day (making his weapon a +5 bane weapon), he does an average of 62 points of damage as a standard action and 110 as a full action. Each hit he gets a free demorallize check, and if he beats the DC by 10 they have to make a DC 20 will save or become panicked for a round or be frightened for 1d4 rounds (they will be shaken pretty much automatically). By taking a standard action, he can demoralize all enemies within a 30' radius. Out of combat he has a few roles. He is a a quite competent tracker. He can intimidate pretty much anyone. With the adamantine greatsword he can smash most things to rubble. He can carry over a half ton, and briefly lift over a ton. He has a +12 will save to help keep from killing his friends. There you go. A big, stupid terrifyingly effective fighter. ![]()
![]() I know some people have a problem with the class, but I have a player who is playing a Kinetic Chirurgeon and she loves it. While they are still low level, the amount of healing she does is insane. She says that for the first time, she actually feels like a healer. I hope that something similar is included in 2nd edition. ![]()
![]() At this point, probably the best thing to do is advise the player that after checking the rules he can't flurry with the dagger, but to make up for it, a merchant has heard of the weapon, and has lined up a buyer for it. Since he really wants to turn it over quickly, he is wiling to give everyone in the party credit to purchase what they want at the shop for more than the normal sale value. Depending on how many players you have, offer 6000 to each player if it's a party of 4, 5000 if it's a party of 5 or 4000 if it is a party of 6. (Normal sale price is about 16000 for the dagger.) Yes, this is way over the wealth by level of the party, but at least it spreads it over the entire party, as opposed to concentrating it into one person's hands. Organized Play Characters
Aliases
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