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![]() 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. ![]()
![]() "If you’re not sure what a suit of armor is made of, the GM determines the details." p.275 Ask your GM. But anyway besides that, the druid no metal armor is more folklore and Gygax legacy combined. Iron was used often to ward off against otherworldly guests. You can find this information in wikipedia about Iron in Folklore: Quote:
Cold Iron in modern fantasy has evolved to become a special material used to ward off against Fairies in particular. Gary Gygax said that he took inspiration from the Gallic Priests, Druids from Caesar Description when the druid came out in Eldritch Wizardry in 1978. I do not have a copy of Eldritch Wizardry 1978 but from what I heard, they do make a nod to the iron/metal taboo. The not wearing metal armor is probably just a druidic tradition/teaching, just that in their fantasy setting, this tradition/teaching happens to lock up your powers if you don't follow it. As druids funny enough for being most of the time seen as hermit loners are probably the most social "class", druidic orders/circles are accepted by default and even share a secret language, druidic. ![]()
![]() Skill feats and Skill increases at every level, make it necessary. If you take into accounts that you cannot have a skill at expert, master and legendary until you reach a certain level. A rogue has a lot of choices to make every level and essentially go for the tropes of always having a skill trick to pull off. Something that's kinda funny or even crazy to think about a rogue gets to become legendary in 5 skills. Also as a side note, the lore skill can technically become a skill burner. Too many possible lore to pick up. ![]()
![]() 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. ![]()
![]() It will most likely be a spell. PF1 had spells that made you proficient in weapons or even we could expect to see it in the Transformation spell if it ever makes a return. While in PF1 Transformation spell was to put it quite simply, not useful, I can see the PF2 version of Transformation actually being pretty nice with the proficiencies. ![]()
![]() Archpaladin Zousha wrote:
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![]() 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:
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![]() 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 see where do I start with this, because its basically the same thing: First of all the xp award is fixed for each type of encounters and all players get the same amount of xp. Trivial you can award 40 xp or less.
See p. 489 for more details. The main difference to take into account, you will always the xp of a four-man party. XP Budget is used mostly if you have a party of a different size (this doesn't change how much xp your group is awarded) If you have 5 players for example and you wanted to do an extreme encounter: The book suggests to add 40 xp to your encounter chart budget. So your budget goes from 160 xp to 200 xp. Let say for example, for whatever reason you wanted the party to fight a level 5 enemy at level 1 (extreme threat), on his own it would be 160 xp budget, now with the 40 xp you can add one creature same level as the party to do the 40 xp budget. You will still only award 160 xp (four people) for defeating the encounter. The number next to moderate etc...is simply for you to use as reference for average party level. A severe encounter for a level 2 party could easily be an extreme encounter for a level 1 party. This is only encounter xp award, there are other xp award which depends on achievement etc...for awards outside of physical encounters see p. 507-508. ![]()
![]() Are you asking lore-wise? Lore wise to join the Hellknight: You have to defeat a devil summoned by a signifier. Usually the devil should offer a decent challenge. There are many stories of low level characters joining the Hellknights as they fight Lemure or imp. It even shows up in Age of ashes...but can't talk much about it without spoilers. ![]()
![]() 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. |