Search Posts
Hey everyone, signups for our event have opened a couple of days ago, but we are still adding scenarios to our schedule as people offer to step up to GM. At the time of writing, we offer English/German/Finnish/Italian and French tables. Of course, since this is the replacement for CoNFuSiOn in the Netherlands and AB-Con in Germany, many of you might already be planning on how to enhance your experience with the usual convention things like snacks, lack of sleep, and as many showers as possible^^ If you already have some plans, please feel free to share them ^^ For those of you who have not found our convention just yet here are links to our Warhorn page and Discord.
It seems unclear if or when the Evolution Points reset. Options might include:
This seems to be pretty important since it might open up some out-of-combat use for those abilities. Unfortunately giving players an incentive to extend combat duration, does seem at least a bit problematic.
Glad to read that Gencon is supporting a charity with the ticket sales ^^ Edit. And for those that are not familiar with discord, I usually suggest for players to consider installing the actual software, as the browser version can be a bit tricky. If you want to test your microphone setup before your games, there are plenty of org play discords available ^^ You really do not want to learn the finer points of that program when you are about to start your session ^^
The box is looking great, however I have a question. Will this product be using the full PFS2 ruleset or a limited ruleset like previous products?
Just started prepping it, but that custom map really is enormous, that works for an online game, but I have tables that will have a hard time fitting this map and the normal detritus players bring to the table. I am starting to prep it soon for an online table, that will likely tell me how much of the actual map I need to print or draw. One thing about the character art, it is very subjective, but I really like the art in this one, particularly the first two illustrated NPCs and would like to see more from this artist.
The official character sheet can be seen in the current blog, and unless I am mistaken a local publisher also promoted their crowdfunding fora localized version with a preview of that sheet. Regarding that sheet I have a couple of requests: - Can we please get a version that takes less ink/toner to print? The one from the blog seems almost wasteful, but a lot of us are going to have to print a lot of them for our events to help players create their characters. - Could we please get access to a pdf of the normal version (and printer friendly if at all possible) as soon as possible, ideally today but in all honesty a week before the launch would still help a lot.
I guess the same is true for all those players wanting to quickly create their characters and play them at Gencon. Thank you for taking the time to consider these suggestions.
Our current plans are to open registrations on the 30th of June, right now we are still waiting for a couple more GMs to sign up - or not as the case may be, before finalizing our offerings. If you want to attend and have any requests or have needs that require special consideration, please let me know ASAP. https://warhorn.net/events/ab-con-autumn-2019
I apologize if the issue has been raised before, but I just wanted to make sure that I mention it, since it has been a factor that was very unwelcome among my players. Right now the effect of nat. 20 is that characters will be able to reach a critical result, while those who have invested into a skill might not even have a larger crit range (the option to achieve a critical success by rolling a result that is 10 higher than the DC).
Early in the playtest (and later towards the end) my player requested more impact of proficiency and less impact from items (removing the bonus to skills from some items might help, since right now they are absolutely essential, and this was not the case in PF1). That is one problem, the second one is rather more problematic: A Nat 20 usually means that the check is a success, that might be fine for some situations, but looking at something with a set DC like: From the Playtest handbook wrote:
And Page 292 wrote:
Right now, anyone will eventually crack the DC 45 safety deposit box at level one, and even high-level Barbarians will fail at breaking a fortune cookie. Without having the ability to take 10, that is a bit of a problem, and I feel that the old rules of nat 1s and 20s not being relevant (in PF1) for skills, might have been a good thing, at least when it comes to a situation like this. Could we maybe add something like "if the DC would require the player to roll higher than a 20 to succeed, even a nat 20 is not a success", so it does not fall on the GM to define what is impossible for a particular character?
The following question came up recently about the Demi Lich here are the relevant parts: Someone said wrote:
My question is regarding the Staff Gems ability, how often can a Demilich cast spells from the staff - is it limited by the number of charges a normal staff would have (staff of necromancy at level 13 has 9 charges) or can you spam spells from your staff and you are just limited by your 20 resonance? I assume the excessive version is the case since this would actually give the create a bit of versatility when it comes to casting (just changes the source staff and you change the spell repertoire). How do others read it, this might be and translation issue on my end, and it made a massive difference.
I played this character in playtest scenario 2 Raiders of Shrieking Peak, and it was very efficient, to the point where I got complaints from the other players and the GM.
My aim was apparently to replicate the magus archer I never got to play in PFS, but frankly considering the options I was given this build made a lot of sense to me: Statblock for my Archer:
Archer mage v1 Level 5 Elf
Elf wizard 5 Elf, Humanoid Percep +5; Senses low-light vision -------------------- Defense HP 56 Hero Points 1 Res 6 -------------------- TAC 21; AC 23 Fort +9 (+10 to recovery saves.); Ref +8; Will +7 -------------------- Offense -------------------- Speed 20 ft. Wizard Arcane Spellcasting Prepared (CL 5th; ranged +4) . . 3rd—fireball, magic missile . . 2nd—glitterdust, resist energy, see invisibility . . 1st—burning hands, true strike, true strike . . 0 (at will)—detect magic, electric arc, ray of frost, shield -------------------- Statistics -------------------- Str 12 (+1); Dex 18 (+4); Con 16 (+3); Int 18 (+4); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +6, Arcana +10, Athletics +3, Crafting +9, Occultism +10, Religion +5, Warfare Lore +9 Feats Fighter Dedication, Magical Striker, Quick Identification, Reach Spell, Toughness, Trick Magic Item, Weapon Elegance (elf), Weapon Familiarity (elf) Languages Celestial, Common, Elven Other Abilities arcane focus Other Gear scale mail, composite shortbow, elven curve blade, staff, arrows (10), arrows (10), arrows (10), arrows (10), arrows (10), [i]lesser healing potion[/i], [i]minor healing potion[/i], [i]moderate healing potion[/i], spellbook (blank)s (2), purse (80 sp) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
The build is pretty simple, I went with the fighter multiclass since I didn't want to deal with mage armor which is just worse than actual armor if you want the highest AC. In theory I could also have picked up armor proficiency as a general feat, but that would only have given me light armor, and since I am pretty much stuck with a +4 Dex bonus until level about level 15 where I can hit 20 (22 with a magic item) this seemed like the most effective option to keep my AC up and avoid getting to many crits. Of course, I already like that kind of character. The bow was also kinda forced by the current system, right now a lot of spells (and all of the cantrips I have chosen) take 2 actions to cast leaving me with another free action. Reach spell was actually useful, but the bow just made a lot of sense for that last option and synergized very well with my build. Magical striker really made the whole build work, and I felt very effective. If I were to follow that build I would pick up point-blank shot and switch to a longbow. Right now "have a ranged weapon that does not take 2 hands" seems to be the smart choice, which is unfortunate since it makes it very unlikely that I will be able to regularly wield my staff. If I could point out something that is too good, it's like the Fighter multiclass dedication feat is a bit too good (giving me 2 feats and a couple of other benefits I am not actively using thus far). --- Of course, this build also shows, that just focussing on casting is not currently very appealing I already had problems to find fitting items for some of my playtest characters, and most of the items available to spellcasters are not available yet. Would it be possible to get a damag variant of the clerc feat "healing hands"? To allow pure casters a somewhat effective option to improve their casting? --- Another thing that came up while I was researching this character, is that duellist wands exist, and I would prefer to get some way to get that functionality added to my staff (but that might be a somewhat personal issue). Upgrading my staff as a weapon (since magic staffs are starting as expert weapons) seems like a neat idea, and even if they just add an item bonus to attack and damage rolls with spells (not unlike the staff of healing) that could give those pure spellcasters an outlet for their gold and prevent them from feeling forced to use a bow or crossbow. --- I had fun playing the character, but though I have gotten the feedback that True Strike might be too good (in general, good enough the Iomedae cleric also used it in the same game, combined with weapon surge).
A pretty complex scenario, still need to prep it a whole lot more, but one bit kinda surprised me: THE SAGES CONVENE: If at least half of the PCs have the Debt to the Scarred Sage
--- I can understand the more recent boon, but after The Many Fortunes of Grandmaster Torch... the guy did a lot of questionable things, most recently something players of the current special will be aware of. The chances of this actually being relevant are rather low, but I fear that forcing a group to allow Torch to be present, might lead to party conflict later in the scenario. I can already see the tears if one or more party members who have bone to pick with Torch destroy his gem and thus ruin the very special boon for the sages.
--- The sidebar about Torch puts it mildly "Torch provokes strong feelings in many Pathfinders, and while he intends no treachery in this adventure, the PCs may decide to attack him ".
Does sidereal influence work in starship combat? SIDEREAL INFLUENCE (SU) wrote:
The argument why I think it should: Starship combat is different from regular combat, there are no real combat rounds and while people take actions those are not associated with a classical turn.Currently, Solarians are not in a great space when it comes to skills since (at least at lower levels) players find it difficult to invest much more than 12 points into Charisma, and their attack stat is likely going to be Strength.
Investing in Wisdom and Intelligence is also hard if you need at Strength, Dexterity (you are going melee and need every AC you can get) and at least 12 Charisma so you don't have to live with a single point of resolve at the lower levels. So really, everything helps (and the Solarian issues become less troublesome with level increases and personal upgrades.
Question: Is "starship combat", combat in the personal sense? This involves two abilities: page 103 CRB -SIDEREAL INFLUENCE (SU) wrote:
If starship combat is combat this bonus can't be applied, since Solarians are a bit MAD, that bonus might help. Of course, if it really is combat, the bonus from photon mode might apply: page 102 Photon Mode wrote:
It is not a huge issue, but with players looking for ways to contribute to spaceship combat, this question might come up more often.
About Rohara Acharya.
Conditions in Effect Human, Cleric of Desna 10
Hit Points: 100 (8+5+8+8+7+8+6+8+5+7 +20 con +10 favored class) Armor Class: 24 = 10 +2 dex +7 armor + 3 shield +1 deflection + 1 natural
Fortitude: +10 = +7 class +3 con
Damage Reduction: none
----------------------- Combat -----------------------
BAB: +7/+2
Melee
Ranged
Other Abilities
• 5th (2+1+d) (DC 20) - breath of life, teleport(d), , summon monster V, Flame Strike.
• Channel Positive Energy (DC 16, 7d6 (4 of 7 uses remaining)
----------------------- Ability Score -----------------------
----------------------- Skills -----------------------
Acrobatics +1 (+2 jump) = +0 rank +2 ability +2 improvisation -3 acp (-2 vs jump)
----------------------- Feats ----------------------- • Deific Obedience: Obedience to Desna takes no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the following benefit: Obedience: Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round. • Extra Channel: You can channel energy two additional times per day. • Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward. • Improvisation: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained. • Quick Channel: You may channel energy as a move action by spending 2 daily uses of that ability. • Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. ----------------------- Traits -----------------------
Benefit: Knowledge (local) You gain a +1 trait bonus to that skill, and it is always a class skill for you. • Stoic Optimism You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You receive a +2 trait bonus on saving throws against fear effects. ----------------------- Racial Abilities -----------------------
----------------------- Class Abilities ----------------------- • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Strong) • Spells: 4 0-level (DC 15), 4+2+d 1st-level (DC 16), 3+1+d 2nd-level (DC 18), 2+1+d 3rd-level (DC 18), 4th-level 1+1+d (DC 19) • Channel Energy (Su): 4d6 (DC 15) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (7 times/day) • Domains: ~ Luck: You are infused with luck, and your mere presence can spread good fortune. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day) Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. ~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8 times per day) Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. ----------------------- Equipment ----------------------- Breastplate (agile) +1 (25) / 1550g
Morningstar +1 (6) / (party treasure)
Silver Holy Symbol (Densa) (1) 25g
Belt Pouch (1) / 2 g
Harversack (5) / 2000g
Explorer's Outfit (worn) --
Diadem of Zosiel (acts as a Headband of Inspired Wisdom +2) (1) (party treasure) Belt of Constitution +2 Phylactery of Positive Channeling (--) / 11000g Amethyst Pyramid (cracked) (0) (150g)
Prayer Beads
Necklace of Fireballs
Coins 10 g, 25 sp, 10 cp Gems:
Current load: Medium (51)
----------------------- Description ----------------------- Race: Human (Varisian)
----------------------- Background ----------------------- Rohara while a follower of Desna for most of her life, found her calling as a cleric later than most. As a young woman Rohara traveled much with her father, Tolis, a traveling merchant. Rohara’s mother, Kandess, died many years previous of a tragic fever that spread throughout their small village. The young woman learned much from her father in persuading others to buy this item or that, or perhaps just being let into a town. She also learned how to spot those who would take advantage of a person. Rohara traveled with her father into her mid teens, before she fell in love with a traveling cleric, Gaddiel in his mid-twenties. While her father disapproved, he knew there was little he could do to keep her from running off with this charismatic priest of Desna. He spoke to the young man for many evenings after Rohara was asleep of what he hoped for his daughter and hoped that he watch over her. After many reassurances and leaving it in the hands of the gods, he let his daughter go. Gaddiel and Rohara were constantly traveling from one town to the next after only brief stays from a few days to perhaps a few months. The young man shared in knowledge of Desna and that of the many histories of the lands the past through. Rohara and Gaddiel formally married six years on the road together. They had simple silver rings made for one another. The pair would make more than one stop in areas of conflict, offering to aid to the injured in need. If the cause was right they would lend what help they could. They faced many threats on the road but always came out together. Several months ago Gaddiel woke from some dream yelling "The Ebon Aspect is coming!". He seemed very troubled and could not return to sleep and seemed bothered the rest of the day. The next morning he was gone, having left without saying anything. This brought to mind many questions and concerns as the pair always traveled together over their last 12 years together. With concern and wanting to know what has happened Rohara has set out to find her husband. It has taken her many months but she finally tracked him down to Diamond Point. But asking those of the town about him no one seemed to have heard or seen of him. Allustan the mage was named the smartest man in town. Rohara asked of her husband and the Ebon Aspect but the mage had not seen her husband or heard of the Ebon Aspect. The man has promised to help the woman in need in her search. In exchange he has asked Rohara to help a group of others he had assembled to do some investigating in a nearby Cairn. As she was out of coin and clues she accepted. ----------------------- Level Ups -----------------------
Cleric Level 3
Cleric Level 4
Cleric Level 5
Cleric Level 6
Cleric Level 7
Cleric Level 8
Cleric Level 9
Cleric Level 10
|