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To those who have seen/played both adventures:

Which one do you think is the best as an intro to PF2?

I know Hellknight Hill is the first part of an adventure path and plaguestone isn't. This does not really factor in my decision. I'll probably branch off to homebrew quests afterwards.

What I'm mainly concerned about is overall fun factor and the ability to showcase different kind of encounters that allow different kinds of characters to have their time in the spotlight.

Thanks!


If I'm reading the rules correctly, when a creature has "plus grab" in the damage of its attack the grab is automatic on a successful hit.

The rule quote: "The monster automatically Grabs the target until the end of the monster’s next turn."

I think this means that there is no athletics check to roll vs the target's Fortitude. Am I right?

The creature spent 1 action to do the attack that lists "plus grab". Does it need to spend another action to do the automatic grab?

On it's next turn, if the creature wants to sustain the grab longer, does it simply use the generic grab action (athletics vs fort) or can it use the same "attack plus grab" action?

Thanks!


From what I'm reading in the rules so far, you never do opposed skill check. Instead it's one side rolling a skill check vs the skill dc of the other side.

Is the player always the one using the skill check when opposing an enemy?

Example: A player tries sneak around an enemy. That's player stealth roll vs enemy perception DC.

But what about the opposite? If an enemy is sneaking around a player. Is it enemy stealth roll vs player perception DC or player perception roll vs enemy stealth DC?


Is it just me that feels like Spirit instinct is significantly inferior to other choices?

It gets much smaller damage bonuses yet all it gets to compensate is ghost touch.

It only seems like a good choice if you are gonna play an undead-centric campaign.

Also I dont really feel the spirit flavor. The granted bonuses dont really match the image of a barbarian with spiritual powers


I like the combat actions that fighters get at higher levels but some of the lower ones don't seem worthwhile at all, power attack being the most noticeable one.

As mentionned in other threads by various people, power attack ranges from bad to barely ok depending on the situation if you compare the tradeoff vs doing 2 strikes instead. Also I don't think the mechanic really fits the fantasy of a power attack.

So how woud people like power attack to be designed?

Personally I think that if it's gonna have the same name as in PF1 it should be closer to the spirit of the original ability but a still fit in the design style of PF2.

So for me it would be a tradeoff of damage at the cost of accuracy. Obviously I have no idea right now what would be the proper number tuning, just throwing a general idea.

1 action - Power Attack
Traits: Fighter, Open
Make a melee Strike. It gains the following enhancement.
Enhancement: Your strike deals an additional damage bonus equal to your strenght modifier. This strike and any other strikes this
turn receive a -2 penality to hit. Your other strikes do not benefit from the damage bonus.