lordcirth wrote:
Mostly right now, if you read it by RAW: Quote:
It is somewhat silly and honestly didn't think much about it. But adding the weakness damage does qualify on the first part of the critical section. Quote:
As you would literally just add the weakness damage to your total. As you can see above, it doesn't matter if the bonuses or penalties come from an external source for the crit (as in a bonus provided by an ally or penalties provided by a monster). It is very strong and would even say ridiculous. It might get an errata in the future but for now, if you are obsessed with reading what's written in the book...yeah it seems to be legit.
yeah, that's the thing I find surprising, the module (Fall of Plaguestone) is really straightforward when it comes to "exploration" and even "downtime" activity. I haven't read the AP since I plan to play in it. Everything is put in very simple terms, roll to beat a check and here are suggestions on what could happen, depend on your players' performance. Playing the game is really less complicated then what people would make you believe.
The biggest example in Golarion are the Hellknight signifiers for the arcane casters in armor. They will probably come back as an archetype. I wouldn't be surprised to see a Hellknight signifier coming with heavy armor proficiency, and proficiency with one of the order favored weapon. It, of course, doesn't totally solve what most people want, since depending on which campaign setting you are playing, it is quite possible that your GM doesn't have the Hellknight as part of the setting.
Probably the most "fertility" goddess is Lamashtu in the core deities but I wouldn't exactly call her fertility rituals anything conventionals. Family domain seems to be used for fertility. Nature is indeed as close as it would get as of now, for magical agriculture. You could probably make up fertility ritual or harvest rituals fairly easily with low DC rolls. I imagine some villages would take part in such rituals and could be a fun thing to do for your players during downtime.
And this kind of threads always comes down to the same conclusion: Some archetypes will add the option that you want, sometime in the future. Because we already know that the core rulebook won't be modified. The PF2 APG will probably be the one with most options like PF1 APG changed PF1 forever. The only issue, it's not coming out until next summer. The Lost Omens character guide will have more options but I don't expect any major mechanical shift in October, besides just having some Golarion specific options.
Archpaladin Zousha wrote:
Your confusion probably comes from not reading this part: counteracting p. 458 in the core rulebook You are trying to beat the caster's DC. Counteracting wrote:
Hope this made it a little clearer for you. And yes, you need to heighten the spell if you want to counteract higher levels.
Funny that you mention that since literally a Demon lord has switched from evil to neutral in PF (Nocticula) and is actually presented in the forefront of New Thassilon, as Nocticula the Redeemed. You can always keep playing, the way you want to play at your table, nobody is coming to your house and saying that you are playing the game wrong. If you want to have clear lines between good and evil go for it. I personally always found it weird and bizarre that some creatures were always evil or always good. So I'm glad to be given the option for some different ways to play.
Colette Brunel wrote: Does that mean that brine sharks, cinder rats, sod hounds, and zephyr hawks are all as well-known as grizzly bears? Yeah sure, if that how you want them to be in your world or your version of Golarion. It should be noted that depending on where somebody is, some of the creatures listed are indeed ridiculously common (not sure how much of Golarion lore you know): Korvosa, for example, is literally full of imps. As in you can see imps flying in the sky everyday. People in Korvosa have seen more imps than they have seen bears or wolves in their entire life.
It's just related to knowledge. Stop overreading into things rarity p. 344 and 345 of the bestiary rarity wrote:
You mean the section that literally says a GM wants to increase the difficulty just because? I mean, I understand what you want to say but not really much that can be done or even matters, since the GM sets all the DCs anyway. The difference between a very hard task and a higher DC set by the GM barely means anything different.
A party has four people. Severe 2 is a severe encounter for average party level of 2.
The numbering is used everywhere from feats, to spells, to class feats in the core rulebook. High 2 should have said Moderate 2 aka a moderate encounter for an average party of level 2. Low 1 is low encounter for average party of level 1.
Trivial/low 3 just mean the encounter could be trivial or low for average party of level 3.
Let's go with the character creation theorycraft angle at a higher level than 1 it depends really what you are going for: -By the rules, if someone chooses the lump sum option, only common items(and whatever they qualify for with a feat) are available. It is, of course, possible a GM allows you to buy uncommon items but for the sake of simplicity going to assume, it's book rules only. -The other character option method the ones where you get x items at different levels, the book mentions that you can talk with your GM to get uncommon items. There are no set numbers of how many uncommon items you should be allowed to be clear. Since the pick items method leaves the option for uncommon, if I were in the situation where I don't know what kind of stuff would be allowed, I would simply leave a few item slots open, then come with a wishlist to the GM. The Pick items method is probably better as of right now since some stuff don't have prices or standard way to know from table to table (example how the book mentions that uncommon formulas would cost more than regular formula) We really can't do more than that until the Gamemastery guide brings more rules in January.
People go into hyperbole so much, casual characters are totally fine. People love to compare a pc class vs another pc class as if it was pvp but in most games...you are going to be fighting monsters. Monsters have various strengths and weaknesses but in general, if you are just adapting as the game goes and get the appropriate amount of gear for your level, you will be fine.
Different location, p. 488 Quote: If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign’s theme, but if you do, you should share your changes with your group. While an elf would typically be from an elven nation, even in regular Golarion, just look at forlorn elves for example but anyway, the book is pretty clear that you should adapt the game to your campaign needs and themes. The problem of course, is everybody wants to make examples in a vacuum...which doesn't mean anything for the way the game is structured.
Uncommon as defined by the core rulebook essentially say there are restrictions or requirements. So maybe your gm could decide that the people who could teach teleport are part of the lollipop guild. There are feats that give access to uncommon items because x meets the requirement by taking the feat.
Ravingdork wrote:
If you are the GM it doesn't matter, you can do whatever you want in theorycraft. Now if the question, is I was pretending to be a GM theorycrafting a character for any game...then yeah it doesn't work. Edit: The only option that works all the time is just to stick to common items.
QuidEst wrote:
That's the beauty of it...everybody can run the game however they want. It should be noted that while a lot of people seems to be so focused on the GM part, it is written in the reward section of the book, that a GM should reward Uncommon things fairly regularly. So more often than not, a simple conversation with your GM, will be enough to get the uncommon thing that you want. If of course, someone issue is, I have to communicate with my GM, this part can't really help you there.
The problem you will run into usually for uncommon and rare stuffs like let say formula, if you decide to ignore it...even the corebook says that uncommon and rare stuffs can cost significantly more than the regular price of common stuffs. But there are no prices or modifier listed for such things. So yeah you can make your character with silver magic formula (this thign doesn't exist just an example) potion go to one table and the GM would say that such items is 10 times the price, while another you say it's 50% the price of the formula of the same level and another using the rarity system could technically just say it's not even available to PCs etc...
Starting higher levels, it says you talk with your GM. The starting at higher level WBL for the character indicates two methods: Either you give the player a lump sum and they spend however they want or they pick x items level and get some money. As for access to uncommon or rare items, it's GM discretion for character creation so officially by the rules, when creating a higher level characters...no you don't get uncommon stuff without GM permission basically. Quote:
You can read about it on p. 511 at item selection for the section about Treasure for new characters. The Lump sum method doesn't even allow uncommon stuffs in the first place.
There are evil goblins and there are good goblins now. The change is very recent and while the explanation in lore is that goblins have short life and even shorter memories (so many goblins don't care about the past). This move was simply made because just like drows, tieflings etc... Became popular with the player base to be played as heroes.
It doesn't penalize on accuracy. It just counts as two attacks. If you strike after Power attack, it will be like using a third attack, so apply the penalty as appropriate. I remember Mark Schiefer even did talk about Power Attack back last year, when they were saying how excited they were about the new Power Attack. Fighter class preview wrote:
You can check out other flourish feats using two actions like Knockdown where they added the description of not counting penalties for the action executed.
As it says once per turn, you use one single action with the concentrate trait (which can be disrupted). The concentration is not sustaining (which I believe is the part you are wondering about). So turn 2: 1 single action, radius becomes 10 ft.
Now if you decide to not increase a radius one turn, the radius will stay the same until you decide to increase it again.
stevelabny wrote:
Ah, you are worried about the looting situation. You can either invest into skill feats to become a "Do you even lift bro?" like Hefty Hauler (need to be trained in athletics). Be a Dwarf (less penalty for being encumbered with one of their ancestral feat) Drink potions of Ant Haul or cast the spell Ant Haul (it lasts 8 hours) Get a lifting Belt (only cost 80 gold) and increase your bulk to 6+your strength modifier. Get a Bag of Holding (old staple of the genre I know) type I only cost 75 gp and can carry 25 Bulk. There are probably other work around for someone with low strength but those ones I can think of.
Party teleportation in this edition for large party, you are better off using Shadow Walk(Supports up to 9 people). It can be very dangerous of course...but well, for a large party, it's a better solution. Gate is of course, the other option but considering Gate is 10th level slot, won't really expect many to have it. Most likely what will happen, I imagine by APG or maybe even the character guide, we will probably get a ritual for large party teleport. Teleportation circle is definitely ritual material for the future.
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