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Fuzzy-Wuzzy wrote:
BellyBeard wrote:
I disagree. This allows for Nature to do something for treating wounds, but I don't think it should be as good as investing in Medicine. Otherwise you end up with something strictly better.
It's not strictly better. You can't Treat Disease or Treat Poison (or do forensics) with Nature even with Natural Medicine.

It's still close enough in most cases. Being able to identify animals and primal magic, plus anything else nature does, is probably almost always better than the other medicine functions.

Or maybe my games just don't use enough poison and disease.

Maybe if it allowed you to take Treat Wounds feats as if your rank in Medicine were one lower than in Nature? Perhaps that could make for a meaningful choice.

I was gonna say just going to Expert in Medicine for the feats isn't a huge deal, as it's really the Master and Legendary upgrades that are most valuable, but I also GM with skill ups every level so my outlook may be skewed. ^^;


Oh yeah, Elementals aren't flipping immune to crits anymore! That one took some BIG getting used to.

Re: Hideous Laughter, frick yeah on killing reactions. Against some foes that's worth sustaining even for just that success effect. And then if you get Effortless Concentration...


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Evilgm wrote:
I think my favourite thing so far about Pathfinder 2 is that nearly every time there's a post with someone pointing out some rules issue they think they discovered, it's just that either didn't read it correctly or they decided to interpret the written rules in as obtuse a manner as possible. It shows how great a job the design team did, that the vast majority of "mistakes" are actually non-issues.

Right? XD

It makes these posts at least have some entertainment to go along with the irritation. XP


Claxon wrote:
Aaron Tysen wrote:

Hmmm... as I understand the rules, if you're sneaking in exploration mode, you don't roll. The guards have to check vs. your Stealth DC.

Either way, I'd roll as few dice as possible, to avoid rolling to failure, which was the OP's concern.

I believe this is correct. At the very least Sneak has the secret tag, which means the rolls are done by the GM. In which case I believe the roll is the perception of the enemy vs the stealth DC of the PC.

In fact, all the actions of stealth have the secret tag meaning the player should never be rolling it (I think).

I don't have my book at hand, might I ask where this assumption is coming from? Usually with skills the initator/one doing the action is the one who rolls against the DC of the other party. That's part of the whole point of skill DCs, so the Rogue only has to make one Stealth attempt and apply it to all the foes' flat numbers (essentially if he beats the most on he beats all, if not then some or all notice based on the numbers) instead of having every foe get a shot against the Rogue, making it very likely at least one person is gonna get a high roll.


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Not from PF1 to PF2 but Playtest to CRB, AoO only disrupts spells on a crit now without a certain stance.


Not so much from PF1 to PF2, but I've missed a lot of little changes from PT to CRB. Like how AoOs only disrupt Manipulate actions on a crit unless you have the Disruptive stance.


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Angel Hunter D wrote:
Barnabas Eckleworth III wrote:

As a GM in PF1, I was horrified when one of the players in my group was reading off his spell list and named the spell Blood Money.

He never asked me. It had never come up in the campaign. He had seen it listed on hero lab and thought it looked "pretty cool" so he selected it.
No, no, no, sir. This is not how we do things.
So I like the default rule of not selecting things unless they're common. Saves me hassle down the road.

If you didn't specify sourcebooks, that is how it's done. Like, what?

Edge93, it's obvious you have a very different experience with these games than me, and your way sounds awful to me. Finding the broken stuff on things that bypass encounters is so much fun - even more when a martial finds a way to do it instead of a cleric doing meditation to prep the perfect divine spell or a Wizard grabbing a scroll they just happened to scribe. Don't bring entitlement into this, because frankly you sound like you're in that camp.

Temperans, you're absolutely right - that's a communication issue. I GM way more than I play, and the amount of bellyaching from other GMs is always surprising to me. We're running a cooperative game with agency, not a rail shooter, and we aren't writing a book.

And then when the GM has to spend freaking hours trying to make opponents that can survive whatever BS the players have access to (while trying to not cross over to the fine line where you've overtuned and players are dropping like flies) because every encounter is ROFLstomped by OP characters, you're going to have a hard time convincing me that it's a good thing to just have free access to whatever without needing to communicate with or check with your GM. Breaking encounters can be cool on occasion, but it's a flipping nightmare when it's the norm, especially on the GM (who, again, you seem to think should be the one to have to put in the work to pick up the pieces after the players do what they want. Which is why your statements sound dangerously close to entitled.)

It's not like players have to have broken tools to influence the game. My best campaign by far has been the one I have going on where the players have changed the story several times in ways I didn't expect. And how did they do it? Not by pointing at splatbooks and insisting they get certain abilities because they're there. They did it by actually participating in the story and making an effort to apply themselves.


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Temperans wrote:

Isnt that just a problem of poor communication between the player and GM? I mean you the GM should: 1) Realize players wont follow your plans; 2) You need to check whether players have changed their sheets and how; 3) The GM is all powerful, you can make and do literally what ever you want, all a player has is whatever the books or you give them.

So yeah empowered players was one of the main selling points of PF1. And it has nothing to do with empowering GMs or preparing spells so let's get back on topic.

I can see a system where you have say 9/10 circles to mark which are the useful heightened versions. That way it's a visual representation of which spells are best where. Also taking note of a "default set" so that you only have to worry when you want to prep something different.

I like how all three of those points are adding more work onto the GM, the one who already does the most work by far at least 99% of the time, rather than putting any extra effort or responsibility on the players. Kinda highlighting my problem with this outlook here.


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I've been running a game which has a Dwarf Wild Druid, starting at 1st and now at 15th (using Playtest rules until 10th or 11th though). It's gone quite well, his accuracy for on-level forms always feels respectably high, and if it isn't as high as his own accuracy (usually because it's a lower level form) he can use his own with a +2 status bonus because that's a handy perk of wild shape, and a caster putting effort into Str with a +2 status bonus is an appreciable accuracy value.

Damage seems pretty good too, higher than his normal damage though maybe not quite on martial level, but good still. And some forms have pretty cool added abilities too.

That said, he used Wild Shape primarily for scouting in the first few levels because he only had pest form, but I think the full CRB made animal form come online earlier.

His AC is -maybe- occasionally a point or two lowered with certain forms at certain levels IIRC, but in practice it hasn't caused any serious issues and it isn't always even in the case. Again I think it was a matter of using slightly lower level forms (also forms scale AC somewhat with level even if they don't have a specific heighten, so that's great).


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Angel Hunter D wrote:
Franz Lunzer wrote:

Including the restriction "this book" isn't ambiguous, it is very simple and clear, and has to be a clear intention of the designers.

The spells from other books will be available, with your GM's permission, or through other options in those books, I'd bet.

Paizo intended to empower GM's in this edition, and I like that.
** spoiler omitted **

I still don't get people like you, empowered players was the best thing about 1e. The main selling point for me.

Yeah, us silly GMs who don't like having hours of planning and prep result in anticlimax because a player stumbled upon a broken combo in some splatbook and didn't think they should have to consult the GM about it, or even some spell or ability that isn't straight broken but just shuts down specific situations or scenarios. XP

That's about the only kind of player empowerment you can't get while also empowering the GMs. And that's not empowerment, that's entitlement.


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Yeah, I relate to the hard choice. Makes you realize pretty quick just how much you can actually live with that 2d6 less damage on a blast spell so you can prepare a shiny new spell in the highest slot, lol. XD

And of course the lower number of top slots actually means that lower level spells come out more often, which makes things like lower level counteracting spells more viable too, which makes preparing them in a lower slot an option/trade-off and not just a bad idea.


I don't have time to check almost 400 posts, so sorry if this is covered:

Storm Giants have two mistakes:

One, their skills include Sense Motive. Maybe this is a holdover from before Perception changes, or more likely maybe it's meant to be Society or something?

Two, their Rock accuracy is listed as +37. Given their Greatsword and Fist are +28 and +27 respectively, I think the intended number is clear here but it bears mentioning.


PossibleCabbage wrote:
All disarm really needs to be a reasonable choice in a variety of situations is the ability to land a nastier debuff or more impressive effect on a (non-critical) success. That's the sort of thing feats are for. Something like "flat-footed" or "do damage".

You know, in general more skill feats for combat maneuvers could be fun. Then again, Athletics already has great feats and we want to avoid over-focusing on combat with skill feats. Maybe class feats is tge better space, or even an archetype.


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So, a little personal anecdotal info on why I personally think disarming on a crit makes sense.

I'm a fairly strong dude. Mid-20s, 6' 2", 240 lbs. Okay, not as much of that is muscle as I'd like but three years of karate at a fairly traditional school and some pretty physical jobs have left me fairly strong.

And yet in mock swordfights I find it actually quite difficult to disarm my 12 year old brother if he's paying attention. When he's actually gripping his weapon and not just loosely holding it it's quite difficult to knock away. I'm not particularly schooled in swordfighting but I've tried rudimentary binds, hitting near the hilt to jar his grip, hitting so the force goes towards his thumb when his grip is weakest, just hitting really hard, and combinations thereof. Not much of it is effective, and I'm twice the boy's age and significantly heftier.

Granted a trained swordfighter would be -much- more skilled at it, but if basic knowledge on break grips combined with major size and strength advantage doesnt make it easy I don't think it's as easy as some people think. XD

And of course the game isn't all realistic, but sometimes a dose of realism matters when someone says x should or shouldn't be.

Oh, and to tap on the conparison to trip or grapple, I can EASILY drop him to the ground or get him in a hold. It's not even a contest. So, yeah, those happen on a Success for me IRL but disarm needs a crit IRL. XD


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HammerJack wrote:
Edge93 wrote:

That said, I'd be down for a normal success on Disarm causing a MINOR penalty (minor because consider that successful disarm is roughly equivalent to successful Demoralize but the enemy doesn't become immune to it, and so Disarm should absolutely NOT provide an effect as good or better than successful Demoralize. Especially since crit disarm is way better than crit Demoralize.).

But that's something the other thread acknowledged as well, so my point still stands.

And when you think about how bad an idea most of the knee-jerk ideas to "fix" disarm actually are, the more you realize that maybe, just maybe, the Paizo devs with years of experience actually know what they're doing. XP

Your comparison between the effects of a successful disarm and a successful demoralize are a bit off from each other. A success on disarm gives a bonus to further disarm attempts and penalties to actions using that weapon. This will matter, if they have a chance to take a reaction with that weapon before their turn, or there are multiple disarm attempts going on.

A character who is frightened has a penalty to all checks (including saves) and DCs (including AC).

The frightened effects are ones that are far more likely to be relevant before they wear off.

EDIT: Circumstance bonuses do not stack, so multiple characters cannot build up a heavy bonus to disarm with multiple successes.

Apologies, a misphrasing on my part. I meant to say that a successful disarm and Demoralize were roughly equivalent in terms of how likely they are to land. You're absolutely right that successful Demoralize is a stronger effect than successful disarm. Which is absolutely how I think it should be for the mentioned reasons that Demoralize is once per target only and crit disarm is way better than crit Demoralize.

As an aside, I think it's underestimated how often skill checks versus saves seem to crit versus attacks versus AC. Combat maneuvers and Demoralize crit surprisingly often.


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That said, I'd be down for a normal success on Disarm causing a MINOR penalty (minor because consider that successful disarm is roughly equivalent to successful Demoralize but the enemy doesn't become immune to it, and so Disarm should absolutely NOT provide an effect as good or better than successful Demoralize. Especially since crit disarm is way better than crit Demoralize.).

But that's something the other thread acknowledged as well, so my point still stands.

And when you think about how bad an idea most of the knee-jerk ideas to "fix" disarm actually are, the more you realize that maybe, just maybe, the Paizo devs with years of experience actually know what they're doing. XP


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I feel like it's worth noting that none of that accounts for class feats. Fighters get some excellent tricks, not the least of which is Certain Strike. Clerics get great feats too but mostly not straight combat enhancers. Just saying, class feats add a world of variance. Also if someone gives the Fighter Heroism, watch out. You can give the high-proficiency Fighter Heroism but you can't give the Heroism Cleric high proficiency, in actual play that matters.

Also Fighter getting Evasion eventually and getting Master Fort before Cleric is nothing to sneeze at. Anti-fear is great too as Frightened is one of the more effective debuffs in the game.

Also I didn't see if the damage difference was addressed. Weapon Specialization on Cleric vs greater weapon spec on Fighter is a 6 point damage difference. That's not factoring feats that add damage or debuffs for fighter, and again lets not underestimate the accuracy difference.


In addition to True Strike, 1-action Magic Missile isn't the worst thing if you need a quick guaranteed tap against an enemy who's near death.

Also if you're Hasted or already in melee using True Strike to augment a 2-action attack like Power Attack or Swipe can be really good, frontloading to capitalize on the True Strike effect. Swipe with a Battleaxe or other Sweep weapon gets even better. Add the axe crit specialization effect and eventually a Grievous Rune and you can have some sweet cleaving attacks.


Actions are only a part of Encounter Mode. That stuff doesn't translate to out-of-combat functionality.


Phntm888 wrote:
Arachnofiend wrote:

I think you kinda have to think outside the box - Fighters already make good duelists without the dedication, so you'd want to take these feats with classes that struggle at fulfilling that concept like the Champion or Barbarian.

I did build out an Aldori Duelist using a Scoundrel Rogue as the base - it did work fairly nicely for that. I went Human for Unconventional Weaponry to get proficiency, and I chose the Rostland Partisan background for flavor. I was going to try a Ranger next, although a Champion might be a good choice, too.

I'm not sure I personally like the flavor of a raging duelist with the instincts we have right now, but maybe if we get an "Urban Barbarian" type instinct, I'll warm up to the idea.

Hmm, a Dragon Instinct Duelist actually sounds kinda interesting. You could really go in on the duelist ego stereotype with the Dragon Anathema if I remember it right.

Handsome warriors never lose battles. XD


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AKA Colette would never allow it to work because that might actually involve some roleplay. XP


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Blave wrote:
No, it's actually more difficult. Only a few classes have access to Attacks of Opportunity (though anybody can in theory access it via fighter dedication) and while it allows you to hit an enemy while he casts a spell, to acually interrupt (now called "disrupt") the spellcasting, you're AoO must be a Crit. If you're a fighter, you can learn a special stance that makes disrupting casters easier.

Um... Holy cow. I was ready to say something because this sounded very, very wrong, but then I actually looked at the rules and holy crap, so it is. That's a HUGE change from the Playtest, surprised I haven't seen it mentioned before. A little annoyed I didn't notice myself, that actually would have made a recent boss fight my party faced go a bit differently as the minions had their buffs disrupted at least once by AoO (thinking back I think it was actually only once though, the rest were Counterspells).

That does make Steady Spellcasting a lot more situational though, dang. Unless monsters tend to have more disruptive reactions.


graystone wrote:
Rek Rollington wrote:
you can only recover 1 by refocusing during the day until you pick up the Lvl 12 feat Inspirational Focus.
If they start as a gnome bard, they can take a familiar at 1st and use the Master Ability Familiar Focus to regain a point 1/day. That's enough to at least use 2 focus in 2 fights.

Huh, that just made me realize how much more useful those 1/day focus abilities are than they initially seem.


If you look in the Spells section of the rulebook you'll find that every spell lists its action cost. Typically spells are 2 actions, some are 1 or 3. A few also require an action every round to maintain once cast, as explained in the Spells section.

Generally you can cast a spell and Strike in the same turn if you're already in range to Strike the enemy (this is a typical combo for Battlemage characters) or if you are Quickened from a Haste spell or other source (letting you cast a spell, move in, and then strike).

Be warned though, casting does provoke Attack of Opportunity and similar reactions if the spell has a Somatic or Material component, but most creatures don't have such reactions so casting in melee is often safe.


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No.


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James Jacobs wrote:
It's also worth keeping in mind that the players don't know the exact stats of the foes they're facing. Adding Attack of Opportunity to a creature is a great and easy way to model a bodyguard type or defensive type foe, but you don't even have to do that. Since the players don't know the stats, they won't know if something can attack them with an opportunity until they take the risk, and in many cases, players won't risk that.

Conversely, with myself GMing and with my party, both players and monsters will often take the risk until it's known, since those abilities are rare. Which is really nice because it makes AoO more of a surprise trick since it's rarer, and that means it actually gets used.


I can attest to the Gish synergy too. My parties tend to have multiple gishes and they love them some Haste.

That said, Heroism is great too since they're behind Martials in accuracy.

But, you know, por que los nuevos dos?


Pumpkinhead11 wrote:
Captain Morgan wrote:
breithauptclan wrote:
The-Magic-Sword wrote:
themostbrutal wrote:

Is everyone suggesting that you only receive the extra 1d6 damage for a single attack on your turn because you want to be casting a spell every round? I would not use the ability like that. If I was playing a gish I would make a weapon attack then cast a two action spell. The next turn I would use bespell weapon and make 3 attacks with +1d6 damage.

The requirement says your last action must have been to cast a non cantrip spell. It doesn't say it has to be on that turn. The spell also says the enhancement lasts until the end of the turn so would add to all 3 attacks.

Thats... very interesting actually, its an unintuitive reading, but as far as I can tell it's actually correct unless there's some general rule that limits your last action last turn off from the current turn.

Would that break using a reaction in between?

Depends on the rule lawyer making the argument. A reaction could be considered to be a sub-type of action. Or action, free action, and reaction could all be considered as sibling types - so when the rule says 'your last action' it would ignore free actions and reactions that have been used since then.
I'd certainly not count reactions and free actions as actions for purposes of "your last action." But I'm still skeptical you can carry them over between turns. I dunno.
Taking a look at free actions in general, they seem to have either a ‘Trigger’ or specify when you’re suppose to use them during a turn. Divine Weapon works very similarly and uses a Trigger, and with how Free Actions tend to work in general, i’d say the wording for Bespell Weapon was meant to say ‘Trigger’ rather than ‘Requirement’. Even with the current wording it seems to suggest the ability is meant to work as a kicker effect after casting a spell.

Allowing this feat to be used on the next turn like that would be like allowing Spellcasting actions to be done on different turns, or for you to use the action for a Metamagic on one turn and cast the spell modified by it on the next.

It's also blatantly min-maxy but that's another discussion.

And using "turns are an abstraction" as an argument as someone did doesn't really work when it's a feat that lasts until the end of a turn. You can't use turn abstraction to justify cheesing the rules and then ignore it where it would be inconvenient. If we tried to use the turns as an abstraction argument on tge whole situation then Bespell Weapon would end 1 action after the triggering spell if it was a 2 action cast, 2 actions after if it was a 1 action cast, and immediately if it was a 3 action cast, which would prevent cheesing it for an entire turn anyway. XD


shroudb wrote:
Edge93 wrote:
shroudb wrote:
blade of justice seems interesting for a two-handed paladin. 2 extra dices and persistent, is about 2d12+ 4 persistent (so around +12) for the cost of an extra action. On paper it looks good. Just not sure with how action starved a champion is if you'll be able to use it frequently.
Quick note on this, unless I misunderstand something it's a bit stronger than that. 2d12 averages 13, so assuming one proc of persistent it's an average of +17 damage for one action if you're using a d12 weapon, more if there's multiple procs on the persistent.
the "+12 average" was just referring to the +4 persistent, since on average it takes 3 ticks before it gets removed if the opponent does nothing (and what can you do against "holy? wash yourself in miasma?)

Ahh, I see. I thought it was including the dice too.

Yeah, Blade of Justice is pretty strong in theory.


Good thing too, that'd be pretty busted.


Ubertron_X wrote:
Rysky wrote:

Thinking they can beat them is an assumption, not metagaming.

Actually having access to the enemies’ statistics and thus knowing what they need to roll is, but that’s a completely different issue.

Well the rules are there and they are not especially obscure or hidden, so you might as well use them, no probs.

Nonetheless I find it a bit cheesy that you can use your 3rd action for an semi-automatic trip (as long as you can figure what enemies are brutes and which ones you can possibly trip easily), while a corresponding attack would be at an -8 to -10 penalty.

"as long as you can figure what enemies are brutes and which ones you can possibly trip easily"

Why would targeting a foe's weakness if you figure it out or think you have be a bad thing?

And complaining about using a form of trip that doesn't suffer MAP (but, its worth noting, is a significantly weaker trip attempt than what you would do on your first attack) is kinda like complaining about casting a spell or raising a shield instead of doing a second or third attack because the spell/shield raise isn't suffering a penalty.


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I rather appreciate how a level x class y vs class z just isn't a hands-down winner either way. There's so much that actually matters that can make it go either way. And at-the-table actions and choices matter enough that you typically can't definitively call the winner before you even sit down for the fight.


Yeah, I think a free +1d6 damage for the rest of the turn every single time you cast a spell is very underestimated. And as has been said, scaling it would easily become a mess.

Imagine if this scaled, a Rogue multiclassing caster with this feat casting Invisibility and landing a Sneak Attack for their respectable weapon damage plus multiple sneak attack dice plus multiple dice from this feat. Just for starters.


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That is correct. It has been one of the absolute best changes to the combat system in practice.


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John Templeton wrote:
In a Discord chat it was pointed out to me that Drow Rogue as the same feat but it worded very different. It triggers on a hit and allows the NPC to raise their AC (as a reaction) to make the hit either not a hit or not a critical hit retroactively. This gives me a hint at intent I think and I am also not going to let an NPC version of an ability be better then a PC one so at this moment I am going to be letting my player know what the attack is so they can decide as needed unless someone shows me some clear and cut rule some where that I shouldn't.

The clear cut rule is the trigger for the reaction, as mentioned before. There's no ambiguity. The Drow ability is a different thing despite the same name, and has different effect probably to make things a tad simpler for the GM.


Really, all told, if you have enough Str and have medium armor proficiency there's kinda no reason to use light armor over medium, rather than vice versa. Heavy is a little more trade-off with its +1 AC but -5 speed, though if you have effective use of heavy armor you probably also have armor specialization which is better on heavy armor than medium. And light armor doesn't even have specialization.

Also some runes are only for certain armors, like shadow only being light IIRC and fortification only being medium/heavy.


I feel like maybe the runestone should be like just +1/2d6, if it's based on the spell die size it's way better for d10/12 spells.


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Yeah, I'll definitely take doing ~1/2 sword damage in exchange for not having the massive miss chance from MAP and for the near-guarantee of doing 1/4 sword damage even if they make the save (and consider that them making the save is roughly analogous to you missing a strike [which does nothing], if a tad more likely when MAP isn't involved).

TL;DR as a third "attack" it's certainly better, and it's perhaps competitive even as a second attack depending on the foe.


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Having read part of this thread, I think a much more fitting title, and one that highlights the improvements of the PF2 skill system over PF1 would be "Skills: The die matters".


Mathmuse wrote:
AnimatedPaper wrote:
Mathmuse wrote:
In PF1, the difference between Dex 16 and Dex 10 is the same value 3, so I guess that that isn't the complaint. In PF1 the difference between 1st-level trained in a class skill and untrained is 4 rather than 3, but that is not much to complain about. Maybe he was comparing 3rd level, where the difference is from skill ranks and class skills in PF1 can be 6, but at the same level in PF2 the...

He clarified in an additional post that he misses the other ways of boosting a skill besides attribute and skill ranks, such as Skill Focus, Racial skill bonus, size bonus, and so forth. Those three alone would have added +11 to the goblin rouge's stealth check, parking his total bonus somewhere around +18 to the Alchemist's +1 (assuming 16 dex on the rogue and 10 on the alchemist) so I can definetely see his point if that was something you enjoyed.

I think I prefer PF2's way of things. A +18 at level 1 seems less than ideal to my tastes.

I see that my reading comprehension is poor this morning.

I miss the size modifier myself, though I understand dropping different weapon sizes--that was a lot of detail for little reward. A +1 size modifier for Small size to AC and to Stealth for Sneaking and to Athletics for Climbing and a -1 size modifier for damage in weapon and unarmed attacks would be flavorful. Right now, Small and Medium feel too similar.

Dropping numerical feats such as Skill Focus was a deliberate design choice in PF2. One of the biggest problems of PF1 was the ability to stack those feats, to get, as AnimatedPaper said, +18 at level 1. By dropping those feats, the developers hoped to reduce min-maxed character design and encourage flavorful character design that favors roleplaying.

So, just a random addition to this, you could get even a little worse than this in PF1. Goblins for some unholy reason have a +4 racial bonus to stealth IN ADDITION TO their +4 size bonus and they have a +4 racial to Dex. So if you have Stealth as a class skill, take Skill Focus Stealth, and put a 16 base in Dex you end up with a +20 at level 1. +21 if you put 18 base into Stealth.


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Also there's the Monk feat that makes all your unarmed attacks forceful. XD

So yeah, I don't think it's a huge deal since Monks already have access to it.


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Ravingdork wrote:
Wow. Is it just me or did the sorcerer class go from being one of the more versatile spellcasting classes of 1st Edition to one of the most restricted spellcasting classes of 2nd Edition?

I think it's just you.


Mellored wrote:
Charlesfire wrote:


The alchemist already got expert in unarmed strike with the mutagenist path. It just means that the mutagenist path lost a feature...

I am given them medium armor instead.

See how they works out.

You know, that's not a bad idea. I like it.


I also go with the flip-off approach for visual (let's be honest, the description hands it to you), and I figure there's a "yo momma" joke involved in auditory. XD


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Yeah, for all casters their first level feat or feat-equivalent is covered by a class choice (Sorcerer bloodline, Cleric doctrine, Wizard school, Druid order, Bard Muse).


An interesting note, if you had a party of two characters and upped their levels by 2 you'd have a CR-equivalent to a party of four at the initial level. That said, it might not work in practice as APs tend to throw in below-level enemies and having your levels up could potentially make those encounters less than trivial even with the enemy numbers advantage.

I liked the two turn idea someone had though.


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For my current games, I've been houseruling that Wizards have sort of Arcanist-style casting (they prepare the number of spells they normally would but then can cast spontaneously from them instead of having to pick exactly how many uses of each spell) and also allowing not spontaneous Heightening but rather Undercasting. So say they prepare Lightning Bolt at level 6, they can cast it from any slot down to 3 but can't go the other way.

To balance it spontaneous casters have been given full spontaneous Heightening. So it results in Sorcerers have by far the most options for their best spell slots while prepared casters also have pumped versatility.

And it's worked quite well in my games. Casters haven't felt like they are overshadowing Martials and the prepared caster and spontaneous casters have seemed balanced against each other.

That said, I don't know if I'll use this houserule in future games. The base system is simpler and my houserules sometimes cause things to take a little longer in combat than they need to.


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To add an additional note on this, touch Harm doesn't even involve an attack roll anymore. The target makes a saving throw against it instead. Which is usually good because they're almost certain to take at least half damage and great because multiple attack penalty is not involved.


To the OP, this has probably been said more than once but Ranger with Druid Multiclass Archetype is probably the closest to PF1 Ranger as Primal spell list seems the closest to Ranger spells (since many of them were Druid spells anyway) and they are Wis-based, which fits with typical stat focus for Rangers.

For switch-hitting, as long as you invest in keeping both a melee weapon and a bow up to snuff you can do it pretty well, Quick Draw is definitely important. I personally like the Flurry Edge, and it can give a nice contrast between your bow and melee weapon. Your bow can get more attacks (assuming you take the Hunted Shot feat) while the melee weapon, assuming you picked an Agile weapon like a Shortsword, suffers barely any Multiple Attack Penalty for repeated strikes.

Another idea, depending on exactly how you like to switch-hit, you could get a heavy crossbow and the crossbow ace feat to bump it to d12s for damage. Shoot off an opening attack with that then run in and switch to your blade.


And never use the Elite adjustment if a solo boss is Level+4, because that highly risks pushing the math too far for even a party of 5 to handle. For such a fight I'd add either two level-2 mooks or four level-4 mooks to compensate for the added player.

Aliases


Wolf
*Flenser*

Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8 (28 posts)
Mistress Kayltanya
Adelita Tain

Female Human (Varisian) Slayer 1; HP 12/12; AC 18/T13/FF 15; Fort +3, Ref +6, Will +0; Init +5; Per +4; Spd 20 ft. CMB +4, CMD 17 (57 posts)
Winter Hag
Adrimohka Aodara

Female Human Monk (Harrow Warden) 2/ Paladin (Enlightened) 1; HP 37/37 // AC 16; T 16; FF 14 // Fort +7; Ref +5; Will +7 // CMB +3; CMD 20 // Init: +2 // Per: +4 // Spd: 30' (3 posts)
Cinder Wolf
Advanced Oceanshieldwolf
(8 posts)
Seltyiel
Akeirin Ta-Naraîv

Male Elf Wilder 1 | HP: 12/12 | AC: 17, T: 13, FF: 14 | Fort +0, Ref+3, Will +2 | Init +3; Per: +6 | CMB: +1; CMD 14 | Spd: 30 ft | Power Points/Day: 0/3 (97 posts)
Owlbear
Alignment
(5 posts)
Kulgara
Alitja

Female Half-Orc Druid 1 | HP 10/10 |AC 15/T 12/FF 13 | Fort +3 Ref +2 Will +5 | Init +2 | CMB +2; CMD 14 | Per +3, Spd 30 ft (44 posts)
Animate Dream Shopkeep
Amhal Pitt

Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16
(72 posts)
Water Elemental
Amidst Blue/Green: Free Calicle
(3 posts)
Amiri
Anadorita Garimos

Female NG Ganzi Kineticist (Chaokineticist) 1 | HP 12/12 | AC: 15/T 12/ FF 13 | Fort: +5 [+7 vs polymorph]; Ref: +4; Will: +1 [+3 vs mind affecting] | Init: +2 | Per +5 ; SM: +7 | Spd 30 ft. | CMB: +2 CMD 14 | Darkvision 60ft | Acid/Electricity/Sonic Resistance 5 | Burn/Round: 1; Burn Capacity: 6 (151 posts)
Joran Vhane
Anator Kintash

Male Human Warpriest 3; HP 27/27, AC 19/T 13/ FF 16; Fort +4, Ref +4, Will +6; CMB +2, CMD 15; Per +4, Init +5; Spd 20 ft. (104 posts)
Valeros
Aneirin Hahle

Male Human (Lohnen) Adept 1; HP 10/10; AC 12/T 12/FF 10; Fort +1, Ref +2, Wil +4; CMB +1, CMD 13; Init +6; Per +1, Spd 30ft (114 posts)
Vigliv
Angharen

Resistance (fire) 5 Eidolon: HP 14/14; AC 13/T 11/FF 12; Fort +3/Ref +1/Will +2; Init +1; CMB +4; CMD 15; Per +4; Spd 30ft (1 post)
Valeros
Anowar Kharik

M Human Cavalier (Inspiring Commander) 1; HP 13/13; AC 16/T 11/FF 15; Fort +4; Ref +1; Will +1; CMB +3; CMB 14; Per +1; Init +3; Spd 20ft; (25 posts)
Riftwarden
Arak-haro

Male Human Witch (Gauntlet Witch) 1; HP: 10/10; AC:15, T:10, FF:13; FORT +0, REF +2, WILL +3; INIT +2; PER: +0; CMB: +0; CMD +12; Status: 9 (24 posts)
Duchess Weneschia
Ascaede Voheque

Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇ (242 posts)
Keeper Myre
Asho

Male Human Slayer 5; HP 47/47; AC 19 T 12 FF 17; Fort +5; Ref +6 Will +3; CMB +7; CMD 19; Per +9; Init +8; Spd 20ft. (51 posts)
Isai Odighuzua
Asho Gohara

Male Human (Young) Warrior 2/Expert 1; HP 24/24, AC 16 T 12 FF 14; Fort +2, Ref +2, Will +3; Init +2; CMB +3; CMD 13; Per +2; Spd: 30ft (111 posts)
Hakon
Asjar Hahtö

Male Human Guardian 1 | Resistances: Physical 1 | HP 22/22| AC: 17 (19 w/shield) | Fort: +7; Ref: +4; Will: +6 | Per +4| Spd 25 ft. | ◆ ↺ ◇ | Exploration Activity: Scout, Perception +4 | Shield 20/20 | ↻: Shield Block ↻: Intercept Attack (52 posts)
Feiya
Askra Taw

Female Human (Kellid) Slayer (Vanguard) 3; HP 31/5 (1 Con damage); AC 17 T 13 FF 14; Fort +5; Ref +6 Will +2 (+4 vs fear/emotion); CMB +5; CMD 18; Per +6; Init +6; Spd 20ft. (296 posts)
Kulgara
Athacira

Female Orc (Hold-scarred) Guardian 1 | HP 36/36| AC: 20 (22 w/shield) | Fort: +8; Ref: +5; Will: +7| Per +5| Spd 20 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 5 | Stealth +5, Athletics + 8 | Class DC 18 (0 posts)
Sylph
Attai Kah

Male Sylph Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35 ; Sense Motive +8 / Harrow Card List (372 posts)
Hobgoblin Lieutenant
Aurumvorak

Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16 (193 posts)
Brigh Statue
Aventail

Female-designation Warforged Cavalier (Disciple of the Pike) 1/Warpriest 1/Barbarian (Armored Hulk) 1 HP 32/18 ; DR 2/adamantine; AC 19/T 10/FF 19; Fort +9, Ref +0, Will +3; Init +0; Per +6; SM +5; Spd 20 ft. CMB +5 CMD 15 Rage Rounds/Day: 7 | HP while Raging 42/42 (298 posts)
Arodnap
Avesska Yessakh

Female Githyanki Direlock 1| HP 10/10 | AC: 18/T 11/ FF 17 | Fort: +3; Ref: +1; Will: +2 | Init: +4 | CMB +2; CMD 13 | Per +6 ; SM: +4 | Spd 20 ft. | Dire Pool: 3/4 | Dire Zone: 10' | Inimica DC: 14 | Kn. Planes : Astral +5, Ethereal +5 (67 posts)
Shobhad
Baskah

Male Fleshwarp (Cataphract) Summoner 1| HP 20/23| AC: 15 (17 w/ shield raised)| Fort: +8; Ref: +3; Will: +5 | Per +3 | Spd 25 ft. | Low-light vision|Stress Pool: 15/17 | ◆ ↺ ◇ | Defending, Perception + 3 (26 posts)
Lamashtu Worshipper
Bright Awn

Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17 (254 posts)
Gnoll Warden
Brindle Ghostfur

Female Gnoll Savage 4; HP 51/51; || AC 22 || T 15 || FF 20; Fort +8; Ref +8; Will +5; Init +4; Per +8; SM +8; Stealth +10; CMB +7; CMD 22; Spd 45 ft. Darkvision 60’, Feral Pool: 5/5, Current AC 22/15/20 (281 posts)
Wolf
Cay-naia-n

AC 13 ll HP 11 ll Per + 3, Stealth + 4 ll Spd: 40ft. ll Bite +4, 2d4 + 2 (5 posts)
Noburo
Cloud Tawa

CG Male Human Monk 1 | HP 20/20| AC: 17 | Fort: +7; Ref: +7; Will: +6 | Init: +2 | Per +4 | Spd 25 ft. | Hero Points: 1 | ◆ ↺ ◇ (30 posts)
Vishkanya
Daishata Kahira

Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft (443 posts)

Damva

Human Thief 1 | AC 6 | HP 5 | THACO 19 (18 Ranged) CW 87% | FRT 10%| HN 1-2 | HS 10% | MS 20% | OL 15% | PP 20% (0 posts)
Obherak
Dark Bright Awn

Male Woodborn Seer 4; HP 31/1; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17 (114 posts)
Izmiara, The Insatiable Queen
Darque Naia

Female Tiefling Warlock 1 Darkvision 60' | Resistance to Fire | Spells: Cantrips chill touch, eldritch blast, thaumaturgy; 1st level spells (2/day) burning hands, witch bolt | HP 9/9 | AC 12 | Init +1 | Mace +2 [1d6 B], Spear +2 [1d6/1d8 P] | Spd 30ft | Per: +2 | Saves: Str +0/Dex +1/Con +1/Int +1/Wis +4/Cha +5| Spell save DC: 13| Spell Atk Mod: +5. (252 posts)
Water Elemental
Dreadmasque'd Shakraal
(97 posts)
Anaphexia Assassin
Dubhraidh

Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx (10 posts)
Woman
Dusk Bloom

Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6 (90 posts)
Redeemer
Dusk Careel

Male Human Rogue (Scoundrel) 1| HP 18/18| AC: xx| Fort: +4; Ref: +7; Will: +4 | Init: +3 | Per +4 ; Spd 25 ft. | Hero Points: 1 | Sneak Attack: 1d6 (4 posts)
Ishana
Erina

Female Human (Varisian/Shoanti) Oracle (Bones) 1 (25 posts)
Jalros
Errisaigh Varkain

Human Male Direlock 5//Fighter 1 HP 50/50; AC: 20/T 12/ FF 18; Fort: +7; Ref: +4; Will: +3; Init: +4; Per +7; Spd 30 ft.; Dire Pool: 4/7 (73 posts)
Mannequin
Eschade Arqaia

Female-designation Borai (Android) Witchwarper 1| HP 11 // SP 8 | EAC 13 // KAC 13 | Fort +2 // Ref +3 // Will +0 | Init +1 | Resolve: 4 | Per: +0 | SPD: 30 ft | Darkvision 60 ft | +1 to saves vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning |Reduce the DC of Culture checks (recall knowledge of culture/related topics) by 5 (82 posts)
Valeros
Farash

Male Human Fighter (Physiomorph Marauder) 1; HP 17; AC 16; T 11, FF 15; CMB +3; CMD 14; Fort +5; Ref +1; Will -1; Init +2, Per -1; Spd 20ft. (60 posts)
Alien
Forest Guardian Press
(147 posts)
Goblin
Foul Vaghdra

Female HP 28/28; AC 20, T 14, FF 17; FORT +7, REF +3, WILL +8; CMD 14; INIT +6; PER +7; Inquisitor 2 (Sin Eater)/Cleric 1 (Strength/War) (75 posts)
Dandy
Glaive Morningstar

Male designation Warforged Dreadnaught 1; HP 13/13; AC 21/T 14/ FF 19; Fort +4, Ref +2, Will +1; CMB +4, CMD 15; Init +2; Per +5; Spd 20ft (109 posts)
Vecna
Grave Ol' Salty
(9 posts)
Belkzen War Alchemist
Guel

Male Goblin Warrior 1; HP 13/13; AC 17/T 13/ FF 15; Fort +5, Ref +2, Will +2; CMB +1, CMD 13; Init +2; Per +2; Spd 30 (25 posts)
Wight
H4RP00N

Warforged (Maniac/Omnipath) Vigilante (Stalker) 1; HP 11/11; AC 17/T 11/ FF 16; Fort +2, Ref +3, Will +4; CMB +2, CMD 13; Per +5, Init +2; Spd 20 ft.; (30 posts)
Inevitable
Haqueton

Warforged (Male Gender Designation) Vigilante (Stalker) 1; HP 11/11; AC 17/T 11/ FF 16; Fort +2, Ref +3, Will +4; CMB +2, CMD 13; Per +5, Init +2; Spd 20 ft.; (56 posts)
Ash
Harness

Male designation Warforged Fighter 1/Warpriest 1 HP 21/21; DR 2/adamantine; AC 20/11/FF19; Fort +7, Ref +1, Will +1; Init +1; Per -1; Spd 20 ft. CMB +5 CMD 16 (203 posts)
Man in Mask
Herald of Multiclass Archetypes
(13 posts)
Baphomet
Hex Prongarde

Male Goatfolk (Longhorn) 1 / HP: 5 / AC 13 / Longsword: 1d8, Butt: 1d8 Saves: D 12 W 13 P 14 B 15 S 16 (8 posts)
Ercinee
Hollowe

Male Tengu Monk 1; HP: 12/12; AC:16, T:13, FF:13; FORT +2, REF +5, WILL +5; INIT +3; PER: +x9; CMB: +2; CMD 18; SPD: 30 ft (66 posts)
Senenmerek
Hoske Barra

(Male) Obitu Fighter (Gladiator)//Warder 1; HP 15/15, AC 13/T 13/ FF 10; Fort +5, Ref +2, Will +4; CMB +5, CMD 17; Per +3, Init +9; Spd 30 ft.; (16 posts)
Lizardfolk Stalker
Hsoa Hshaa

Male Lizardfolk Sorceror (Apprentice) HP 9/9 | AC: 12 | Fort: +3; Ref: +4; Will: +5 | Init: +2 | Per +4 ; Spd 25 ft./ Swim 15ft. | (45 posts)
Kulgara
Iragha Dråghul

Half Orc Priest 1 | Str 16 Dex 9 Con 13 Int 10 Wis 15 Cha 12 | HP 1/7| AC 14 | Longsword, +4, 1d8 +1 Crossbow, -1 (F), 1d6, skip move to reload | Spellcasting +3 (DC 10 + spell tier). |Spells Cure Wounds: Touch heals 1d6 HP. Holy Weapon: Weapon becomes magic +1 (5 rounds). Turn Undead: Undead in Near CHA vs. spellcasting check. Flee if fail, death if fail by 10+ and LV 0-1. (48 posts)
Cyber-Soldier
Jale Raal

Female Human Savage 4 HP 40/40; AC 21/17/FF 19; Fort +7, Ref +7 Will +5; Init +7; Per +10; Spd 30 ft. CMB +6, CMD 22 (33 posts)
Feiya
Kaaro Egesovax

Female Human Summoner 5 | HP: 48/48 | AC: 19, T: 13, FF: 17 | Fort +4, Ref +3, Will +4 | Init +2; Per: +4 | CMB: +5; CMD 17 | Spd: 30 ft | 1st level spell slots: (X)(_)(_)(_)(_) |2nd level spell slots: (X)(X)(_) Eidolon - Naghbakh (49 posts)
Adowyn
Kalla Kull

Female Human Synergist 5; HP 33/32; AC 19/ T 13/ FF 16; Fort +3, Ref +0, Will +7; CMB +1, CMD 11; Per +9, Init + 0; Speed 20 ft...***Fate Points 0/3***... (73 posts)
Marrowgarth
Kaul

Eidolon (Quadruped) HP 9/9; AC 14/ T 14/ FF 12; Fort +3 Ref +4, Will +0; Init +2; Per -1; CMB +3, CMD 15; Spd 40 ft (1 post)
Depora Azrinae
Kaxatja

Female Neutral Drider Slayer (Vanguard) 1 HP 21/21 | AC: 14/T 12/ FF 13 | Fort: +5; Ref: +3; Will: +5 | Init: +3 | Per +7 ; SM: +2 | Spd 40 ft. , Climb 20 ft.| CMB: +3 CMD 14 (+26 vs. trip) | Darkvision 60ft | Performance Combat +7 (138 posts)
Demon Lord, Deskari
Kek-jikek

Shirren Spacefarer Soldier (Blitz) 2 // HP 20 // SP 18 // EAC 15 // KAC 18 // Fort +5 // Ref +2 // Will +4 // Init +6 // Resolve: 3 // Per: +5 // SPD: 35ft (34 posts)
Shadowblack
Kemek

Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2. (135 posts)
Shadowblack
Kemek's head
(31 posts)
Primal Companion Hunter
Kesnet

Half-Ogre (Magi); A Big Presence:
Half Ogre (Magi) [Blistering Assault, Long Arms, Long Legs; #Leaves an Opening#] | A Big Presence [What Lovely Fangs you have, Force of Will; #Aaaaagh!?!#]
|
Magical Heritage; Walking Armory:
Magical Heritage [Understand Magic, Magic Resistant; #Curiously Magic#] | Walking Armory [Dreadest Blade, Dead-eye for an Eye; #Not Exactly Quiet#]
(1 post)
Nixinox
Kessai Vora

Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. (55 posts)
Valeros
Ketomir Sandargaard

Male Human Inquisitor 1 (34 posts)
Feiya
Khala Skawe

Female Neutral Human Barbarian 1| HP 22/22| AC: 18| Fort: +7; Ref: +5; Will: +5 | Init: +2 | Per +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇ (40 posts)
Female Fighter
Khita Viscenar

Female HP: xx/xx; AC:xx (xx), T:xx, FFxx (xx);; FORT +x, REF +x, WILL +x; INIT +x; PER: +x; CMB: xx; CMD +1x Skysoul Witch 1 (45 posts)
Thief
Khode

Male Tiefling (Shackleborn) Picture Dreadnaught 5; HP 65/65, AC 17/T 10/ FF 17; Fort +5, Ref +1, Will +3; CMB +7, CMD 17; Per +9, Init +2; Spd 20.; (53 posts)
Valeros
Khomann

Human Male Summoner (Synthesist); HP 14/14; AC 10/ T 10/ FF 10; Fort +2 Ref +0, Will +2; Init +1; Per -1; CMB +2, CMD 12; Spd 30 ft (10 posts)
Hoary Muntjac
Khügh

AC: 15 | HP: 20/20 | Fort +5 Ref +5 Will +1 | Attack: Bite +2; Damage 1d6 +1 plus trip | Dodge, low vision, scent | Stealth +5, Acrobatics +5 (3 posts)
Ziki
Kree-qui Kaa

Female Shifter (Dreamsight) Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft. (141 posts)
Crab
Krutk

AC 14 | Size: Tiny | Speed: 40' | HP: 14 | Low-light vision | Perception +5 ; Acrobatics +5 ; Stealth +5 | ◆ ↺ ◇ (14 posts)
Altaresh Xisira
Ksaiba

Female Shifter Cleric (Shining Host) 4 (2 posts)
Machine Slayer
Kuhl Stripewolf

SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1. (45 posts)
Winter Oracle
Kurian

Male Human Direlock (Predator) 1| HP 14/14 | AC: 17/T 11/ FF 16 | Fort: +4; Ref: +1; Will: +2 | Init: +2 | CMB +2; CMD 13 | Per +4 ; SM: +4 | Spd 25 ft. | Dire Pool: 4 | Dire Zone: 10' | Inimica DC: 14 | Perc + 4; SM +4 (73 posts)
Shemhazian
LandSwordBear
(258 posts)
Machine Slayer
League Anskblodt

Male Human (Versatile) Rogue (Ruffian) 1| HP 18/18| AC: 18| Fort: +5; Ref: +8; Will: +6 | Per +6 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇ Survival +4, Stealth +4, Acrobatics +6, Athletics +5, Warfare Lore +3, Deception/Diplomacy/Intimidation +4, Thievery +6 (11 posts)
Erutaki
Lesska Thrice-shamed

weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0 (126 posts)
Maroux
Luthia Manfather

Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4 (93 posts)
Goblin
Maelodakh Listener

Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 23 T 15 FF 19; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft. (277 posts)
Ankheg
Mandible

Male Giant Ant Giant Ant; HP 13/13; AC 15/T 15/FF 13; Fort +3/Ref +4/Will +1; CMD 11 (trip 19); Init +1; Per +0; Spd 30ft, climb 20ft; BAB +1 - bite 1d4 + grab (3 posts)
Arcadian Tribesman
Morgan "Hoeroa" Randall

Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18 (196 posts)
Hoary Muntjac
Morgan Boehringer
(29 posts)
Wight
Mêsce

Undead Eidolon (Stalker) 1 | HP 20/ 23| AC: 17| Fort: +7; Ref: +6; Will: +5 | Per +3 | Spd 25 ft. | Str +2, Dex +4, Con +3, Int -1, Wis +1, Cha +0 | ◆ ↺ ◇ | Scouting, Perception + 3 (8 posts)
Caustic Stalker
Naghbakh

Eidolon: HP 32/32; AC 22/T 16/FF 20; Fort +6/Ref +2/Will +4; Init +1; CMB +7; CMD 18; Per +6; Spd 30ft (6 posts)
Safan Domvesia
Naia Tam

Female Elf (Water) Druid 4 | HP 27/27 | AC 15 | Init +3 | Scimitar +5 [1d6], Spear +1 [1d6/1d8] | Spd 30ft | Per: +5 | SAVES: Str +0/Dex +3/Con +1/Int +2/Wis +5/Cha +2 | Spell save DC: 13 | Spell Atk Mod: +5. (139 posts)
Survivor
Naia Temlow

Healthy Female Human (Flan) Fighter 2; HP 22/22; Grazed: 16; Wounded: 11; Critical: 5; DR: 1/- || AC 17 || T 12 || FF 15; Fort +4; Ref +2; Will +2; Init +2; Per +7; SM +2; Stealth +2; CMB +5; CMD 17; Spd 30 ft. Current AC 17/12/15; Hero Points: 4/4 (734 posts)
Magenta Ioun Stone
Naraîvai

Psicrystal | HP 6 | AC 16 T 16 FF 14 | Hardness 8 | Fort: 0; Ref: +3; Will: +2 | CMB -9; CMD +3 | Init: +2 | Per +6 | Speed 30 ft (Climb 10') (3 posts)
Demon Hunter
Navith Kanhai

Human Male Cleric 4; HP 39/31; AC 21/ T 10/ FF 20; Fort +7 Ref +3 Will +8; Init +1; Per +4; CMB +5, CMD 16; Spd 20 ft Channel Energy 7/day, DC 14, (2d6 + 4 to undead); Fire Bolt 6/day, 1d6 +2, 30 ft range (227 posts)
Kogra
Nefer-Nimae

Human Brawler (Exemplar) 2; HP 22/22; AC xx T xx FF xx; Fort +x; Ref +x Will +x; CMB +4; CMD 17; Per +6; Init +5; Spd 30 ft. (3 posts)
Nixinox
Netoa Sebahra

Female Human Inquisitor (Nganga-Templar) 1; HP 14/14; AC 18/ T 10/ FF 16; Fort +4, Ref +2, Will +5; Init +4; Per +7; CMB +2, CMD 14; Spd 20 ft (3 posts)
Feiya
Niamhaiofe Cu

Female Human Monk 1 | HP 13/13 | AC 15/T 15/ FF 14 | Fort +4, Ref +5, Will +5 | CMB +2, CMD 16 | Per +6 | Init +2 | Spd 30 (196 posts)
Hoary Muntjac
ObsessiveCompulsiveWolf
(207 posts)
Vecna
OCEANSHIELDWOLPF 2.0
(625 posts)
Owlbear
OceanshieldwolPF 2.5
(817 posts)
Vigliv
Ommka

Androgyne Ossin Wildmeld 2; HP 34/13; AC 19/ T 14/ FF 17; Fort +7, Ref +5, Will +5; Init +4; Per +6; CMB +4, CMD 16; Spd 35 ft (100 posts)
Ercinee
Otakch Tchetekza

Male Tengu Samurai (Yojimbo) [Order of the Guard] 3 HP 28/20 | AC: 18/T 13/ FF 15 | Fort: +4; Ref: +3; Will: +3 | Init: +7 | Per +10 ; SM: +4 | Spd 30 ft. | Stealth: +0 |CMB: +5 CMD 16 | Resolve: 2 |Current Ward: Ques (235 posts)
Irabeth Tirabade
Quiet Crocus "The Forest Jade"

Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12
(60 posts)
Adowyn
Raidh Angharad

Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft (159 posts)
Black Dragon
S'koth Kaa

Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15 (104 posts)
Hakon
Sarn Ket

Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16 (150 posts)
Bulette
Saurtaskha Sisk

Male Rapacian Fallen 3; HP 29/29; AC 17/ T 12/ FF 16; Fort +4, Ref +2, Will +4; CMB +4, CMD 15; Per +6, Init + 1; Speed 30 ft (6 posts)
Shalelu Andosana
Serenllys

Female Elf Rogue 2 | HP 24/24| AC: 19 | Fort: +5; Ref: +9; Will: +6 | Per +6 | Spd 30 ft. | Deception +5; Stealth + 7; Thievery + 7 | Low-light Vision |Hero Points: 2 | ◆ ↺ ◇ (184 posts)
Kulgara
Shakraal Bloodscreamer

Female Half-Orc Witch (Scarred Witch Doctor) 3/Barbarian 1; HP 54/54; AC 16/T 11/ FF 15; Fort +7, Ref +3, Will +5; CMB +3, CMD 14; Per +6, Init +1; Speed 40 ft; (73 posts)
Orc Seeker
Shakraal Kringsdaughter

Female Half-Orc Witch (Scarred Witch Doctor) 1; HP 14/12; AC 11/ T 11/ FF 10; Fort +3, Ref +2, Will +4; CMB +1, CMD 12; Per +2, Init +2; Speed 30 ft;
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12
(71 posts)
Lizardfolk
Skaav

Male Lizardfolk (Unseen) Rogue (Ruffian) 1| HP 18/18| AC: 18| Fort: +5; Ref: +8; Will: +5 | Per +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇ Survival +3, Stealth +6, Acrobatics +6, Athletics +6 (20 posts)
Churgri of Vapula
Skoll Sharssak

Male Kobold Druid 1, HP 9/9; AC 19/T 15/FF 16; Fort +2/ Ref +2/ Will +5; Init +4; CMD 11; Per +6, Spd 20ft (35 posts)
Arcadian Tribesman
Skow Ku

Human (Shoanti/Kellid) Unchained Summoner (God-caller, Soulbound Summoner) 1 Hero Points: 1 | Wound Thresholds: Grazed: 11; Wounded: 7; Critical: 4; Eidolon: Angharen | HP: 14/14 | AC: 16, T: 12, FF: 14 | Fort +2, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +2; CMD 14 | Spd: 30 ft (10 posts)
Goblin
Sparque Darktongue

Male Goblin Bard 1; HP 10/10; AC 17 T 13 FF 15; Fort +1; Ref +4; Will +2; Init +6; Per +8; CMB -1; CMD 11; Spd 30 ft. (67 posts)
Irabeth Tirabade
Szeshkya

Half-Orc Pactgifted Champion 3; HP 30/30; AC xx T xx FF xx; Fort +3; Ref +4; Will +5; Init +4; Per +1; CMB +4; CMD 16; Spd 30 ft. (17 posts)
Darkborn
Taanimohka Essirien

Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30' (103 posts)
Valeros
Tahei Asawa

Male Human Barbarian (Urban) 6; HP 61/61/ 73/73; AC 19 T 13 FF 16; Fort +7; Ref +5; Will +2; Init +5; Per +7; CMB +8; CMD 21; Spd 30 ft. (67 posts)
Orkoral
Tain Hekkanen

Male Human Fighter 4| HP 54/54| AC: 21 (23 w/shield) | Fort: +10; Ref: +10; Will: +9 | Per +9| Spd 25 ft. | ◆ ↺ ◇ | +2 to all Initiatives | Exploration Activity: Track, Survival +7 | Shield 20/20 | ↻: Shield Block ↻: Reactive Strike (320 posts)
Summoner
Talus Tar-Kös

Male N Half-Orc Cleric (Magic/Trickery) 1 | HP 14/14| AC: 15/T 10/ FF 15 | Fort: +4 ; Ref: +0; Will: +5| Init: +0 | Per +3 ; SM: +7 | Spd 20 ft. | CMB: +2 CMD 12 | Darkvision 60ft |O: detect magic, guidance, read magic, ; 1st: obscuring mist, bless; D: disguise self (58 posts)
Sajan
Tatu "Tanque" Skarskind

Human Fighter 1; HP 13/13; AC 18 || T 12 || FF 16; Fort +4; Ref +2; Will +2; Init +2; Per +3; CMB 3; CMD 14; Spd 20 ft. (57 posts)
Graveknight
Tawk Askéat

Human Male Direlock 5; HP 34/34; AC: 20/T 12/ FF 18; Fort: +5; Ref: +4; Will: +3; Init: +4; Per +9; Spd 30 ft.; Dire Pool: 2/5 (59 posts)
Diabolist
Temenoa

Female Elf Ranger (Trapper) M 4 |WS 39|BS 30|S 3|T 2|W 6|I 55|D 39| L 43|Int 45|Cl 49|WP 41|FS 45|FP 1|Ins 0 | (35 posts)
Valeros
Teminkar Tavuus

Samurai (Yojimbo) 1; HP 13/13; AC 18/T 12/ FF 16; Fort +4, Ref +2, Will +1; CMB +3, CMD 15; Init +2; Per +1; Spd 20 (12 posts)
Tupilaq
Tiki Tohoraha

Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14. (40 posts)
Bulette
Tokh

Male Eidolon HP 11/11; AC 13/T/13/FF12; Fort +3/Ref +0/Will +2; Init +1; CMB +4; CMD 15;Per +4; Spd 30ft (2 posts)
Grazzt
Tol Greave

Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4 (172 posts)
Ganyavesha
Vai'anassena See

Female Human Direlock (Fear Eater)2; HP 20/20, AC 15/T 10/ FF 15; Fort +3, Ref +0, Will +2; CMB +4, CMD 14; Per +3, Init +2; Spd 20ft.; Terror Pool 4/5 (144 posts)
Mathezic
Vaneirin

Male Human Fighter 1| HP 10/10| AC: 7 (6 w/shield) |PP 14 RSW 16 PP15 BW 17 Spell 17| Move: 10 (8 posts)
Arodnap
Vassekh-Arokh Yessai

Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6 (583 posts)
Ganyavesha
Vekaessena See

Female Human Summoner HP 12/12; AC 14/T 10/FF 14; Fort +3/Reflex +0/Will +3; CMB +3; CMD 13; Init +2; Per +1; Spd 20ft (58 posts)
Plague Steed
Warmaturge
(1 post)
Alien
~Nemeton~
(0 posts)
Orc Seeker
Âdayil

Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18 (259 posts)
Valeros
Ãrwulf Stenn

Human Male Fighter 1 | HP: 0/9 |AC 16 (17 w/shield) |Spd 30ft | Saving Throws: Str +5, Int -1, Wis -2, Dex +4, Con +3, Cha +0 (104 posts)