Good catch, I kinda skimmed over that.
So taking perfect strike out, how about the rest?
Since neither feat specifies a body part (punishing kick doesn't even specify you have to make an unarmed strike), could you combine those three, assuming you used the correct body part for the style strike?
The point about attacks of opportunity are valid. Though, with only @20% of playtestiary monsters having AoOs, I still don't know if this is worth a feat.
I don't get the channel smite feat. Why would you ever use it? You spend 2 actions to smite and deal extra damage equal to your hear/harm, at the cost of using a usage of channel.
Just to point it out: This thread was primarily about eliminating the distinction of "small" and "medium", since there are very few mechanical differences. Larger than medium and smaller than small both still have significant differences that warrant their existence.
William Werminster wrote:
Bad jokes aside. It also matters for gaining tactical cover with large creatures and bulk (page 190 pdf version).
This matters a tiny bit? Since it also depends on the size of the target being targeted, the chances that it'll be significant go down significantly.Large+ tiny- creatures DO calculate bulk differently, but small and medium do not.
While this is true, a giant is a large creature, so 1 bulk for it =10 bulk for a goblin. So while they can each carry a similar amount of "bulk", how much mass that bulk has is quite different.
For almost anything. Insofar as I can tell, the only difference between small and medium character is how big an enemy has to be to move through their space.
If that's the only difference, why bother? Slaughter that sacred cow.
OR, you could use a shortbow and get a bonus to damage on most of your attacks.Embrace the shortbow!
The formatting has some really egregious errors. For instance, try reading the "Shield Other" spell. After the line regarding casting actions, it goes into an unrelated set of actions you can take after casting the "Shield" cantrip for a few paragraphs, before going back to the rest of the "Shield Other" spell.
I have no doubt that this will be fixed for release. As it is, we just kinda have to put up with stuff like awful formatting.
There are a handful of monsters in the playtest bestiary that can enervate PCs, separate from the spell.
I don't think the penalty proficiency and penalty to level DO interact.
I think this needs to be fleshed out more.
However, some of your examples would be covered by the lore skill.
The rest would be
There are a lot of words dedicated to spell rolls, but only 5 spells and powers use this mechanic in any way.
Ancestral surge, Black tentacles, Charming words, Illusory creature, and Telekinetic maneuver.
Ancestral surge can give a bonus to OTHER spell rolls, to let's throw that one out. Charming words gives your foe a bonus to spell rolls if they crit succeed the save, so let's throw that one out, too.
That leaves 3: black tentacles, illusory creature, and telekinetic maneuver. These spells make admittedly good use of the mechanic, functioning as a sort of spell attack, but using your spellcasting stat.
Upon first read-though I had thought spell rolls were synonymous with spell attacks, but now I believe this to not be the case, as melee spell attacks are specified to have the finesse property.
As is, the spell roll mechanic seems like a big waste of book space. Maybe the final release will have more spells that use this mechanic. Or maybe I misunderstood these rolls entirely. I'd actually love it if that were the case.
edit: Spell rolls are also used when trying to decide if you can cast a spell while stupified.
I ordered mine through Amazon and it shipped yesterday (arrived today).
I've seen similar in other forum posts.
This is really, really frustrating.
It's irksome that Amazon messed up orders via Paizo, but not orders via Amazon. Different departments, different issues. Sure sure. Still feels wrong. But that's okay, feelings are allowed to be wrong.
$15 store credit is bitterly amusing in one aspect: it's the cost of a soft-cover before shipping. So you actually have to spend ~4$ to use it. Which is great if you were planning on getting something through Paizo anyway. I honestly probably wasn't going to buy another Paizo product until PF2.
If nothing else, the playtest shipping fiasco will be a nice discount on the PF2 core rule book in a year.
I'm honestly grateful for the way Paizo is handling the situation.
Thanks for being a generally great company, Paizo.
Are half-elves and half-orcs still going to get full culture write-ups like they did in PF1? Part of my concern with this design choice is that the half races could wind up getting less love than ever.
However, in making half-elves and half-orcs mechanical off-shoots from humans, I'm worried that their unique identity will be lost. Part of this might be rectified in later levels by picking up either combinations of human and elf/orc feats or the options unique to half-orcs or half-elves.
Where humans and elves both have a bunch of feats to differentiate themselves from other humans and elves, half-elves have 2/4 options to choose from, and don't get another until 5 (I think)
It might be fine, but those are some of my concerns with the half-races.
Mark Seifter wrote:
Do skills auto-succeed on a nat 20, or was that just to say that they rolled really high?
Mark Seifter wrote:
Would this be similar to a group of PCs trying to sneak up near an enemy campsite at night? Succeed before critically fail?Going into the enemy I would adjudicate as succeed before fail, but just getting close is maybe different.
I always have players that WANT to stealth together, but it has never panned out, because the fighters and barbarians just can't.
I find it hard to read really long PDFs. Having the paper copy makes it a lot easier for me. But, there's also a reason I only got the paperback copy ^^
What happens if you fail the flat check at 0 resonance while using the potion? Did you drink the potion without effect and the potion is wasted? Or did you simply not drink the potion?
What about permanent items that require RP to activate? If the item is limited uses per day, does it count as a "use" if you try and fail?
Does it still count as overspending RP if you try and fail, raising the flat DC of further attempts?
My party didn't have enough fly to go around, so they teleported into Spurhorn, having been warned by Bescaylie and Efrixis that it was going to fail. But, the NPC pair decided that whatever happened, it was likely better if they were with the PCs.
However, I find the teleport trap to be REALLY lame. If any legionnaire is with the PCs, they know the answer. If that's the case, I really feel like this teleport trap situation would've been figured out by now. So, I'm making it harder. The lore question will remain more or less unchanged, except the specific names will be different. But on top of that, I bought a blank slide puzzle and wrote the names on the tiles, one letter per tile, and jumbled them up.
That sounds like a total GM fiat type answer. Does the Mantle of Warden transfer automatically or does Baba Yaga have to transfer it?If it's the latter, that's simple. If you decide it's the former, I'd go with what you said: Cagriel > One of the other hags > Stay with Jadrenka.
As for not taking Vsevolod out solo, that depends. How long has the Svathurim been there? That guy's got a pretty monstrous CMD, so casting teleport in its threatened range is risky business. And considering it can cross 100ft on a charge, even over the Pit, it might just be too risky to go in 1v2.
I'm running an adventure wherein the PCs chose to get themselves stuck in a teleport trap.
Since they're permanent, as long as they remain in the area they'll have to repeat their fort saves every 10 minutes per caster level, right?
Are staves worth using? The healing staff seems questionable at best to me.
Finally, who can use a staff? The post mentions spellcasters, but nothing in the actual description seemed to require spellcasting.
I think y'all are missing the potential of a flat-footed condition vs a flanking bonus. For one, assuming the condition is applied universally (and not just to specific actions), that means a rogue can sneak attack with a ranged weapon when their allies are flanking. The big bad is distracted by two beefy swordsdudes, and the rogue can unleash holy retribution on those heretics. The sorcerer now has a higher chance to crit their ray of disintigration by virtue of their allies flanking it. This is just speculation, but could open some really awesome strategic options! (Summon monster anyone?)
I read that differently from you. To me: "usually you're flat-footed to a creature that's flanking you " means that only the flanking creatures treat the one in the middle as flat-footed.
Can anyone clarify that?
I'm not a big fan of flanking applying the flat-footed condition instead of giving the attacker a bonus. I understand that mechanically it's equivalent. To me, however, there's a different feel to it.
I'm gonna second that thought. Being able to see what the initial save type is at a glance will be nice.
N N 959 wrote:
Oh, I missed that! That's wonderful! Feelings adequately assuaged.
I'm not the biggest fan of marrying the mechanics and the lore of Golarion, but whatever.Pathfinder Society Lore just seems really narrow in scope compared to Underworld lore. Maybe on par with Smithing lore, but at least smithing is easy for a GM to implement. You know stuff about turning hunks of metal into shapes of metal.
Pathfinder Society lore requires their to be a Pathfinder Society in a given game (which may or may not be easy to the GM to throw together an analogous organization for a homebrew setting). Second, it requires the GM to know things about the organization for the player's choice to be meaningful.
Plus, with smithinhg you can frequently attempt to learn things about your foes and stuff. Even if the Pathfinder Society exists in a given game, if the adventure at hand doesn't involve the Society then the skill is worthless.
Plus, most of the times as a PFS player I had to interact with an NPC, the NPC assumed we were murdering graverobbers that were little if at at all better than the Aspis.
TL;DR- Pathfinder Society Lore seems too narrow compared to the other lore skills and I don't particularly like it's inclusion in the beginning.
I like that armor is less binary. Seems like everyone and their mother was either in full plate or a mithral chain shirt sooner rather than later, and most other armor got ignored beyond third level.
Kinda bothered by the continuing changes to action economy. Changing grip as an action seems rather severe of a limitation. Having to spend an action to get literally any benefit out of a shield feels borked. Not only are you having to spend an action to get a benefit, you're also NOT spending an action on something else, like another strike. How often is move-strike-raise shield going to be better than move-strike-strike?
Con-based skill checks?!? Color me excited.
Mark, your reveals are still always my favorites. And how responsive you are in the comments doesn't hurt either.
The change to specifying what alignments a deity will allow instead of always within one step of the deity's alignment is maybe my favorite change in here.
Do domains still give spells and an extra spell slot? Nothing in the article leads me to believe that they do, but the feel I'm getting from the article is that clerics are going to have decently fewer spells per day in PF2.