It should. Scrounger Dedication is a class feat that also locks you into a Dedication. Improvise Tool is a level 1 skill feat, which anyone can pick up by being trained in Crafting.
The Raven Black wrote:
Recall Knowledge is a specific action, which includes getting the info on the creature. Just like if it said make a Demoralize check, you would apply the Frightened on top of other effects.
I genuinely have no idea what you are talking about. Her 2001 character levelled past the scenario before it came out, so she can't play it. If she wants the item she needs a 2002 character, with 50+ Reputation, to Bequeath it. Why does it matter in any way if the scenario is repeatable?
I'm assuming the scenario you are referring to is replayable since otherwise there aren't many (any?) options to replay scenario in 2E and so the second character would not be able to play for the access anyway.
Presumably if the first character had played the scenario she wouldn't be stuck making a new character just to run it. Coincidentally though, that particular scenario is Replayable.
Then don't take it.
It's not supposed to be the ultimate go-to ability for Rogues, it's a way of guaranteeing a Sneak Attack when you have no other alternative available. And its fine for doing that.
Massive fan of Foundry, have been using it to run 2-3 PF2 games a week since shortly after the lockdown began. The volunteers working on the PF2 module are constantly improving and updating it, and in general any content they haven't put in yet (like AP specific NPCs) I can put together in 10-15 minutes work- finding art is generally the most time consuming part.
I can't really speak to it's quality or advantages over other VTT, except to say that we tried Fantasy Grounds and that required the GM to also be the host, which wasn't workable for us. With Foundry any player can host, which is important for me with my terrible internet.
For the life of me I can't figure out why people say that animal skin gives you almost the highest ac. It gets you expert proficiency in unarmored, which never goes higher so the feat only gets worse. It has a dex cap of +3, and only gives a +1 stat bonus, later +2, so eventually a +5 max to ac. That's what all armor eventually adds up to, and it doesn't take a status bonus to get there.
I think you aren't taking into account Bracers of Armour, which allow Animal Barbarians to get an item bonus to AC whilst still being Unarmoured. They aren't getting to Champion AC, but they'll be noticeably better off than any other type of Barbarian when Raging.
Has anyone else had issues with getting the map of Oppar Vandy's house to work in VTT? I've spent over an hour trying to line up the grid, and at this point I am absolutely convinced that the map images in both the AP pdf and the Map pdf have variably sized squares. I even trimmed one down and resized the whole thing to have a width and height of 50px per square and it still didn't line up.
Interesting to see the new Backgrounds are stronger than the non-Campaign ones, hopefully this strong encouragement to take them means they'll be more impactful later on in the campaign than Extinction Curse ones were. Regardless, as is they do a great job of helping provide some cool character ideas, as well as helping establish the "personalities" of the various other guard units.
A couple of crafting related questions, the answers to these may be in the Guide to Play but I couldn't find them.
1) Does having access to an Uncommon item also include access to its formula? If not, is there currently any way to gain access to Uncommon formula?
2) A number of magical items require the Supply of a spell. In a traditional game the party casters can help out with these during their own Downtime, but with PFS Downtimes being handled individually does this mean characters can only utilise spells they could Supply themselves? And if so, would Trick Magic Item function as a potential workaround for non-casters?
Taja the Barbarian wrote:
You're saying that like it's a big deal, when it's really not. Followers of the Laws of Mortality would prefer Clerics not cast spells on them, that's hardly a party destroying issue. "Please don't use the powers from your God on me" isn't an insane request, nor is it an aggressive one. PF1 had the very common Superstition Barbarians that disliked having spells cast on them and that didn't tear the PFS apart.
It's definitely less likely to cause party conflict than a follower of Sheyln or Serenrae wanting to accept the surrender of a foe whilst followers of Calistrea or Torag aren't supposed to forgive or show mercy. Unless you're playing a Class that is affected by their Anathema (which is very hard for a follower of the Laws of Mortality) these are all roleplaying guides, and its on all players involved to ensure that they are doing their best to stay true to their character but more importantly aren't overly disrupting the game because of it. The Laws of Mortality don't require the character to be judgemental or aggressive in their dislike of religion, for most people outside the Pure Legion it's simply a matter of preferring to rely on other mortals rather than trusting the Gods.
The Laws of Mortality are about cooperation amongst mortals, rather than relying on Gods to fix everything. It fits in very well with the Pathfinder Society, which generally doesn't expect it's members to swear religious oaths or engage in religious wars. Sure you may not like that the Cleric you've been assigned to work with relies on a deity's aid, but that's not really any different than a Champion of Abadar being forced to work with a Cleric of Cayden Cailean- you can disapprove of someone's beliefs and still work with them effectively.
The purpose of this particular forum is to help GMs run the scenarios to the best of their ability by pooling knowledge and feedback. Using the full title of the scenario as the thread title makes it easier for GMs to find the relevant discussion. I'm very unclear on why you are being so hostile about it.
And as an additional note, you don't own the thread. Being the first person to post on a topic doesn't allow you to control all discussion about it.
I've been looking forward to this AP from the second I heard about it, but I have the benefit of coming from a country that has a much better relationship with its police force, to the point where the recent death of a detective has been a national tragedy.
Hopefully Edgewatch will show that there are other relationships that can exist between a community and its protectors than the toxic one that has grown in places like the US and Hong Kong, and based on Paizo's record I have faith they can do just that.
I would have liked some Backgrounds just for characters to have been involved in the Circus of Wayward Wonders in future games- we were super pleased we could have a former Kintargan Rebel because we really enjoyed Hell's Rebels and it allows some nice callbacks or humour ("Oh yeah, I'm definitely good friends with all the Silver Ravens"). This is especially true now we know they are usable in PFS, though I imagine you weren't aware of this when making the decision.
The new capstone Feats are fun, especially because the flavour ties in so well, but they really are a one chapter mechanic at the end of campaign so I don't think losing them would be a big deal.
Matthew Owens wrote:
Nefreet, it seems like you're arguing that, for a lay worshiper taking this feat, the prerequisite of being a follower of the Laws of Mortality is just fluff? Since anathema mechanically doesn't apply to lay worshipers?
It's as much fluff as being from The Saga Lands or the High Seas- it affects how you are likely to roleplay your character and what options you have Access to.
Those are currently how the rules are written. Whether or not it makes sense or is fair are separate issues that would need specific rules changes to rectify. For most classes, your patron deity is a tool for access and a roleplaying device, not a proscription on playing a certain way.
Because you do it at the end of the adventuring day, not during it, so that a character who nearly died will be ready to go tomorrow.
Lightning Raven wrote:
I must be missing some important part of your argument- Assurance prevents you rolling a Critical Failure by guaranteeing a Success without rolling. That is two steps by the logic you are using.
My interpretation is the former- you work for ten minutes, heal X amount and you can spend the next 50 minutes continuing the same treatment to heal an additional X amount.
I hadn't even considered the alternative until Aratorin posted it, and thinking about I don't believe it is a correct interpretation. I think if interpreted in that way it would make Continual Recovery largely irrelevant since "you can continue treating the target to grant additional healing" doesn't specify it has to be an hour, so if you can roll every ten minutes then that is functionally the same as the Feat. It also would result in massively excessive healing, as even a first level character Trained in Medicine is likely is likely to heal more than twice the injured party's hit points after 6 tests doubled.
It seems to me that being able to extend to an hour to double the amount of a regular treatment allows for characters to received extra treatment at the end of the day, so they start fresh, it's not supposed to be an efficient method of healing.
There's a significant difference between worshipping a god that is actively and intentionally evil and refusing to worship any god. I could understand not healing a extremist Pure Legionnaire who goes out of their way to harm the faithful, but most followers of the Laws of Mortality don't hate the gods or actively work against them, they just think that people out in the world are relying on divine aid instead of relying on each other. In general this would be particularly true of those who left Rahadoum to become adventurers rather than some form of anti-theist missionary.
When you include an unsubstantiated conspiracy theory in your rant it makes it appear unlikely that the question you ask is legitimate, nor does it seem like you would give any answers proper consideration.
Regular characters aren't subject to the Anathema of their Religions. Following the Laws of Mortality means you don't want to take the help of a Cleric in the same way that a lay follower of Sarenrae doesn't want to lie, not that you suffer some crippling consequence if you do.
In regards Mortal Healing, the entirety of the mechanical representation of the impact of breaking the tenets of the Laws of Mortality is that the bonus doesn't work on someone who has received hit points from a source of Divine healing in the last day. It doesn't stop you from having friendly Divine spells cast on you, though the character should at the very least be uncomfortable at the prospect, as it is primarily a roleplaying drawback.
So are you also advocating for weapons to break when they hit monsters made of solid rock?
So far Dedications have usually been better than just a 1st level Feat, as they include a skill training. The later ones even allow a non-Rogue to get to Expert in time to pick up a relevant Skill Feat, which can be a big bonus for certain builds. This is sort of balanced by the restriction on going into more than one early, but that's only a restriction if there's another one you'd also like to go into. Assuming Familiar Master just gives the "Familiar" feat identical to the Sorcerer one, based on how Dedications have worked so far, you would be better off with the Archetype than the Sorcerer Feat, as you would get another Skill. This does, of course, assume they come with a Skill, which admittedly not every Dedication has.
There's also Natural Ambition, a Feat I wish didn't exist- if you really want to get two 1st level Feats from a class, you're generally best off just going Human or a variant. With 2 free stat options AND access to several good Heritages, Humans are rarely a sub-optimal choice. Obviously this is entirely from a Mechanical point of view, not factoring in the Roleplay element.
That's an assumption. My assumption is they created Twin Feint as a way to allow Rogues to always Sneak Attack if needed. And if a Rogue really wanted to focus on Two-Weapon Fighting, I don't see why they would be unhappy having both options, and perhaps retraining later when the Party are better able to set up their Sneak Attacks.
But it does enforce a certain kind of meta where everyone generally wants to Archetype
That was true when the Core Rulebook was printed. Across all the Classes, very few have 2nd level Feats worth taking, and often those that are any good are just "gain access to the other Class tree you didn't pick at first". Barbarians, Rangers and Rogue 2nd level Feats tend to be hyper-situational to the point of uselessness, and the 2nd level Sorcerer options are "more Cantrips" and "I hope you already have a Familiar".
Everyone wanting an Archetype is not only fine, it's awesome. As long as people don't all want the same Archetype (which would represent a significant and unlikely failure in Design), it allows players to better realise the character concept they're playing- the Class choice is just the framework, not the finish line.
I'm not even arguing that it shouldn't cost them a level 2 Feat to get a level 1 Class Feat, because presumably the Archetype is going to have incentives that make taking the Archetype worth it, I'm pointing out that the person who was MORE TRAINED to be a TWF has to do more retraining than a person that doesn't, which makes no sense.
Honestly unless you're playing with a comedically strict GM I don't see this being an issue- even PFS lets you retrain your 1st level Feat before your first game at 2nd level. The rules are designed to allow for flexibility and GM fiat because there are edge cases like this very specific scenario where a character took a Feat and wants to take it again a different way that rules written for the more common and general scenarios just won't cover. If a GM won't let me change my 1st level Feat even though I'd still have it anyway, then I genuinely would question whether I want to play with them, because they're putting the letter of the law about the spirit of it. Basically this situation is a bug, but it's a minor one that is easily fixed with a mature conversation.
I don't think I ever saw them say that combat feats were being removed, simply that the system was being changed so that you didn't feel like you should spend every feat on them. Class Feats are generally combat feats, and it makes perfect sense to me that Archetype Dedications start enabling the playstyle they support immediately, rather than just being an expensive Skill Training.
Double Strike isn't automatically better than Twin Feint, since the entire benefit of Twin Feint is enabling Sneak Attack, which Double Strike doesn't do. Taking the Dedication to get it is a choice, one that locks you out of a lot of other good options in return for helping you build the character you want, and that's exactly how I want PF2 to function, so I'm very happy.
I ran this as 1g per NPC, so generally 3 gold per player, but it varied day by day, and the fifth player spent nearly every day talking to the
I thought the same, but Undead Lore is a Lore skill already in the game - it is the Lore granted by Lastwall Survivor background, as well as several others. I believe the intention is that a broad Lore like Undead would be a -2 to the Recall Knowledge DC, but a more specific one like Lore Vampires would be a larger bonus and Lore Straveika larger still.
They answered your questions on the stream yesterday
They will award credit.
The currently planned ones are all level 1 only.
They're designed to just be played at a single level.
You can acquire this boon at level 1, and at levels 1 and 2 the likely income from the 8 days it takes to prep the boon is 40 copper, meaning the first 3 of these you acquire cost 1 Fame and 40 copper each, which is a very good deal. The fact that the completed Boon is slotless means it keeps value throughout the career of the character, even if you make them early.
You can normally only buy an item level equal to or less than your character’s level (minimum 2), unless they are on a Chronicle Sheet, in which case it becomes level plus 2. So theoretically if you access to a Wayfinder of s higher level but not through a Chronicle this would allow you to purchase it. It's a minor benefit, but it may come up, which seems on par for a Quest boon.
Similarly the second half of the boon doesn't seem to do much, since the most likely way characters will have a Wayfinder they want to upgrade out of is to buy the basic one with Fame, which is effectively 0gp when upgrading it. Again though, there may be some edge cases where that comes up.
Mostly it's a nice bit of flavour.
The Rhoka Swords also feature in Bestiary 2, where they are Deadly d8 and Two-Handed d10, which is much less impressive but also much more likely.
We bring up real world shields not because we think the game should operate on real world mechanics, but because people keep saying things like "real world shields don't break that easily" when in actual fact they do. It isn't in support of realism, its showing that relying on realism for your argument in this case does the opposite. These shields are blocking blows that absolutely would devastate a real world shield (ooh let me hold up my shield against this trebuchet shot!)
Yes, in the real world a shield can't block a trebuchet shot. But then the guy holding the shield wouldn't survive either. So how about making it okay for a magic shield to survive the blow that couldn't kill the wielder in the first place?
Real shields also weren't generally constructed in a setting with magic and higher level effects. How they functioned in the real world isn't entirely irrelevant, but it's definitely a minor factor in balancing the game once you get past level 3 or 4.
No one is saying a standard Wooden Shield shouldn't break when it's hit a few times by an axe. They're saying that that a magic Lion's Shield that is able to almost come alive to bite people probably shouldn't be almost as easy to break as a regular Steel Shield.
In PFS everyone can take it, regardless of their home region-
"All characters have access to Pathfinder Agent Dedication and all Pathfinder Agent feats "
Presumably the requirement usually represents needing to spend time studying at the various Schools, rather than the character needing to be born there, effectively taking up the time you'd be learning any other culture's main Archetype.