Bard

First World Bard's page

Goblin Squad Member. RPG Superstar 9 Season Star Voter. Pathfinder Card Game, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. FullStar Pathfinder Society GM. 980 posts. No reviews. No lists. No wishlists. 19 Organized Play characters.


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Naskathedragon wrote:
It's perfectly fine if it doesn't, and I did order mine through Amazon as it wasn't realistically possible to order directly from Paizo. But I've just heard a bit of conflicting information on this is all and if it does come with a code for the PDF or the like that would be a wonderful surprise but if it doesn't that's no biggie

Only if you purchase it as part of a subscription from Paizo.


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Temperans wrote:
Hmm the 3 action economy might be nice. But thinking about it, isnt PF1e action economy 2 actions + 1 reaction? (AoO is a special non-action thing.)

PF1e action economy is Standard, Move, Swift. Full round is Standard+Move but not your swift (I think). Oh and you can 5 foot step if you didn't use a move action to move.


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Eh, nevermind. I got the order confirmation for GenCon pickup for my first set of subscriptions, and I'm sure the Maps and Accessories will be just fine.


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My take: I'd hope that Legendary DCs will be reserved for tasks that are appropriately Legendary in nature. It really shouldn't be "oh, well, the party is 15th level, so arbitrarily the DCs for whatever they want to do are this high". The DCs should match the task, and the characters with Legendary proficiency should be earning critical successes on many of their checks.
Now, this will depend on GMs (or adventurer writers/editors for published adventures) making sure this it taken into an account. I really hope there's an editing pass to make sure very difficult DCs make sense for the world, and your standard wall isn't arbitrarily a Legendary Athletics check to climb.

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Bob Jonquet wrote:
First World Bard wrote:
I wouldn't want to miss out on being able to take the perfect background or other early game rules element from the Lost Omens World Guide.
Just a reminder that Lost Omens is delayed and won't be released at Gen Con. So, if you play three or more sessions during the show, you'll be 2nd level anyway unless you report more than one character number.

Oh yes, I'm aware. What I mean is that I go to the show, play 3 sessions with my character, but then stop playing him until Lost Omens comes out later in August, and then make sure I don't want to do any retraining before I play him again and it's too late to do so. I recognize that I'm making a lot of assumptions here (that the 1st-level rebuild is still a thing, that credit for #1-00 isn't immediately applied, etc).


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itschase wrote:
What do you all think about these? Do you have any of your own Lores that come to mind like this?

Lore: Theology seems too broad, like it would encompass all of Religion. From the playtest, being an Acolyte got you Lore{Your Diety}.

Agree on the Lore/Barbery being a benefit of the Alchemist/Churgeon.
No complaints about Lore/Herbalism: seems like a specific subset of what you could otherwise get from Nature/Medicine/maybe even survival.
Edit: My take on what New Lores should look like, based on what we've seen in the playtest.
a) It should only be useful to Recall Knowledge or Practice a Trade during downtime. (Barbery fails this test)
b) It should be more narrow in scope than the closest existing skill. (I believe Theology fails this test, compared to the Lore{Your Diety} from the playtest)


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Hello. I had selected GenCon pickup for the subscriptions I had. I then added The Pathfinder Maps and Pathfinder Accessories subscriptions to my account. Now those subscriptions show as available for GenCon pickup, but all my earlier ones show as in my sidecart. I do have 2 lines of "GenCon Indy Pickup" at the top of My Subscriptions page, so I'm hoping that's just a graphical thing and I'll be able to pick up all my stuff at GenCon. But I just wanted to make sure everything was in order.

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Of course, I will have to wait until we get the full list of PTP boons, their costs, and the new Guide to Organized play, but I will be torn on picking up the Experienced Adventurer boon for the character I'll be playing at GenCon. Having a 2nd level PC while most everyone else has their 1st level PCs or (as I suspect on Thursday afternoon) pregens will be pretty cool, for sure. But if the rebuild rules stay the same (can rebuild your char until you play them at 2nd+ level), I might elect to pass on that. I wouldn't want to miss out on being able to take the perfect background or other early game rules element from the Lost Omens World Guide. And yes, I know retraining will be a thing, but again, we won't know the implementation of it until we see the new Guide.


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I believe we have heard that 14 HP is a good roll for a first level Soothe.


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So, I think non-specialists won't be making Knowledge checks, but for a different reason: Recall Knowledge takes an action. (At least, it did in the playtest). Now, if you have a reasonable chance of success, it might be worth the action. But if not? You probably had something better to do with that action. And if you want to be an expert at knowledge checks? Assurance + Automatic Knowledge. I think Mark assured us that Assurance will be better than it was in the Playtest...
Edit: This applies to Encounter mode, of course.


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j b 200 wrote:
likrin wrote:
Darn, that will make it hard to do a Campion of Irori if they have a limited pool and slow recovery of them.
It's a "once per encounter" kind of thing. While you probably can't use it in every room of the dungeon, you can probably use it sever times in each adventuring day. Also each time you take a new FP ability it increases your FP pool by one, so while you only get one back every 10 minutes, you may have a pool of 3 or 4 per day.

Also, what's the big deal with resting for 20 minutes to get 2 focus back? How often can you hang out for 10 minutes but not 20?


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ChibiNyan wrote:
Is he friends with Captain Andoran, champion of freedom and democracy?

Heh, I think my version of Captain Andoran in 2E will be the CG champion with a shield bonded celestial helper. And now I want a themed party:

Captain Andoran, as above
Storm Druid, dwarf so as to be good with the war-hammer
Barbarian, probably multiclassed with a Mutagen alchemist
Some sort of rogue or monk when stealth is required
Maybe an archer ranger to round things out, could go either way really...
Probably want one more, but that will need to wait for a new Technology Guide, or just adapt something from Starfinder :P


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Pumpkinhead11 wrote:

Secret Rolls aren’t anything new; and like was said before, ignoring the rule doesn’t mean the dev’s are gonna bust in and force your roll to be secret; as amusing as that would be. I’m more surprised that a Secret Roll tag has become as controversial as it has. *shrugs*

As for the Knowledge check, it only does something on crit fail and success; there are skill feats in the PT that take away the crit fail part, which someone relying on knowledge checks regularly i imagine would want anyway so it’s not like the DM can screw you over with that.

There's also Dubious Knowledge, which seemed like a fun Skill Feat.


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Arrendis Lionheart wrote:
In my own little Eberron PF2 conversion I'll be making Dragonmarks ancestry feats. I toyed with the idea of going with 5e's implementation and making Dragonmarks a heritage option, but even baseline they seemed a bit too strong when compared to the other heritage options as presented thus far, so I went with ancestry feats instead so that they could have a little more "oomph" but also allow the player to choose their level of involvement. With Siberys I'll be presenting it as a rare archetype (more representative of 3.5's prestige for the Heir of Siberys).

I mean, if you want it to be on the strong side, just make it the Heritage + required first level Ancestry feat.


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John Lynch 106 wrote:
Malckuss76 wrote:
Specific to Eberron, it looks like Archetypes would be a great place to set up things like Dragon Marks
I'd actually strongly recommend going with a heritage and having racial feats for Dragonmarks. You can either have them be "universal" heritages (if you want to go the 4e route) or race-specific heritages if you want to go the 3.5 route.

5E brought them back to race-specific. For the races that have them, they became your subrace, which I thought was clever design. (So instead of being a hill dwarf or a mountain dwarf, you were a House Kundarak dwarf). So yeah, I agree that Heritage / Ancestry feats are the right way to go on this one.


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Edge93 wrote:


That's just what I was thinking, wasn't sure how to put it. XD

I can never find it but somewhere I heard a scale of thematic escalation by level for PF that I really liked.

Level 1-5 you're doing largely minor stuff, simple adventurers ranging from helping or saving individuals to maybe aiding a whole city.

Level 6-10 you're making a name for yourself and your adventures should be aiding or saving cities, maybe even aiding a whole kingdom or region.

Level 11-15 you're a force to be reckoned with, your adventures are typically on a scale of aiding or saving whole kingdoms, even reaching worldwide scope at the latter end.

Level 16-20 you are a legend, your adventures are typically worldwide or even outright multi/extraplanar in scope.

Something like that. Might bear tweaking in PF2 but I like the model.

5E formalized this into Tiers: 1-4, 5-10, 11-16, 17-20.

The tier breakpoints coincide with spellcasting prowess: you can have 1st level, 3rd level, 6th level, and 9th level spells at those tiers, so adventure authors have some sense as to potential capabilities. Also, because of 5E's bounded accuracy, it's OK to have adventurers intermix within a tier, while PF2's math will want tighter bounds on adventurer levels (so a 5-8 mod with a low tier and a high tier, not 5-10 where the level 10 is +5 better at attacks/AC/DCs than the level 5 character). Neither is better or worse, they're just different.


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I hope that the Doomed condition (similar to Wounded from the playtest, I think?) makes the game at least feel deadly, and remove the tactic of "wait until the player goes down, heal them up at that point" that is prevalent in other systems. That said, I'm not sad to see dead at -CON go; it wasn't nearly large enough of a buffer at mid to high levels.

Additionally, the lethality will also depend on if people save their hero points to cheat death or not. If you only use hero points for rerolls if you've got 2+, then you get to cheat death the first time each session. If not, hope you've got a healer...

*

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Bob Jonquet wrote:
Does Emergency Draught incorporate both the Interact action to draw the item and the interact action to drink it? Otherwise, why is it a two-action activity?

Perhaps because it's so well hidden in your gear, you wouldn't be able to dig it out otherwise? It is "for emergencies only", after all. :)

*

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Huzzah!
(did I do that correctly?)


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ChibiNyan wrote:
Speaking of this... Do bombs target full AC? They are the Alch's bread and butter attack but they aren't expected to have 18DEX and their proficiency is nothing special. Bombs are a pretty limited resource too.... How reliably are they landing?

Touch AC isn't a thing anymore, so it's the only AC *to* target. Spellcasters now get to use their casting stat to make spell attacks, so they're not too worse off from that change, though.


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Time for some thread necromancy. Seems appropriate, given the nature of Mummy's Mask. And yes, this is spurred by getting my Subscriber copy of the Core set, and realizing I've only played out of the Mummy's Mask box in Organized Play.

Character Name: Ahmotep
Role Card: Eldritch Scion
Skill Feats: Strength +1, Intelligence +2, Charisma +1
Power Feats: +1 hand size, On your check, after the roll, you may discard ([X] or recharge) a card to add or subtract 2 from the result.
You may recharge a card that has the Staff trait to add 1d8 to your combat check ([X] and you may add the fire trait)
[X] On your check, after the roll, you may discard a card to remove or reroll any one die.
Card Feats: Weapon +1, Spell +1, Item +2
Weapons: Natron Fang, Ooze Falchion +1, Sistrum of Basetet
Spells: Chain Lightning, Deathgrip, Disable Mechanism, Sands of Time, Volcanic Storm
Armors: Scarab Buckler
Items: Knot of Isis, Mask of the Forgotten Pharaoh, Muminofrah's Favor, Staff of Minor Healing, Sun Falcon Pectoral
Allies: Library Curator, Tetisurah
Blessings: Thoth, Maat, Isis


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John Lynch 106 wrote:
Essentials (4.5) tried to move towards 3.5 with an ugly Frankenstein edition.

See, I think if, at 4E's release, the PHB had been Essentials+ (more than 4 classes + 4 races, but using the Essential design framework), it'd have done a lot better.


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tqomins wrote:
Mechalibur wrote:
Reactions might be tricky to implement is one of my concerns. Especially if you're a fighter or paladin with mutliple reactions per round.

Yeah, there will always be problems like this to solve.

But since each reaction has pretty clearly defined triggers you can always pause and query whether the player wants to spend her reaction here. (Assuming a single player game. If a multiplayer game it would be trickier but you could probably come up with some simplified system to get most of the value there.)

Or you go with the "Overwatch" route for readied actions reactions and just assume the first enemy to trigger the opportunity attack gets hit.


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Deadmanwalking wrote:
Ezren comes out pretty well, actually. His offense isn't ground breaking or anything, but the fundamental math of many of the other Corebook Iconics is so bad he looks fine in comparison. He's certainly miles better than Harsk, Lirianne, or Reiko.

Less familiar with Lirianne, but wow yes on the other two. Harsk's issue was that his fighting style (crossbow) as dictated by his artwork, is poorly supported in Core. As I remember, Reiko's chief sin was having a 10 CON. Kinda happy they commissioned new art to show off Valeros with a shield and Harsk with two axes.


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lordcirth wrote:
I'm pretty sure it was confirmed that all classes will get a class feat at level 1.

Yeah, but in many cases that feat comes from choice of class path, not as a separate choice. Bard muse, druid order, etc.


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Fumarole wrote:
Why are you assuming such feats would be a bonus on top of their normal feats as opposed to the benefit simply being access to them? Has someone from Paizo said as much?

I think we've seen a character sheet where there is a specific spot for a bonus feat, in addition to class/ancestry/skill/general feats. That said, my personal suspicion is that each character will get one "bonus" feat slot, and if that character earns more than one bonus feat, they have to choose which one to keep.


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Seisho wrote:


Interestingly enough if you combine, let's say, a cantrip (with attack roll of course) and a crossbow (I don't know why one would do that but lets just assume for this case) afaik the multiple attack penalty would also trigger for the second attack

I mean, if you are happy where you are, it seems like an entirely valid action. I mean, the Shield cantrip might be good in that situation if you know it, but otherwise, why not?


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John Lynch 106 wrote:
Seisho wrote:

I level up quest based/session based

players get a bit of xp every session so they feel the level coming closer - and quests get also an xp reward

If the players take longer with their quest they take longer to level up

I'm not asking what houserules people use for levelling up and instead I'm asking what does the standard assumption appear to be re-leveling in the new edition.

PFS is putting the baseline at about 12 hours of play per level, assuming that most scenarios are 4 hours long. I am saying it this way because they are integrating 1 hour quests into the standard XP system. 4 xp for a standard scenario, 1 xp for a quest, 12 xp to level.


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John Lynch 106 wrote:
Lanathar wrote:
Once per session for 5E is quick. I did not know that.

This is only for low levels (apprentice levels). It grows to 2 sessions from level 4 onwards.

Lanathar wrote:
I guess this is assuming an "average number of encounters" per session - whatever that may be
I'm using organised play (which eschews standard XP) to help provide a baseline. You can indeed play a low XP game where you only level up once every 8 to 13 4-hour sessions. But I don't think anyone would say that is a standard assumption within PF1e.

To give more context to non AL players, this once per session for first tier games is new as of a year ago. AL used to track XP. That said, going from level 1 to level 2 always took one session, since the 5E experience to level curve is not flat. The idea is that your character is something of an apprentice until they hit 3rd level and come into their subclass, in most cases. But leveling to 4th and to 5th (unless you spent downtime and Caught Up to the next tier) often took longer. And for higher levels it seemed to hover between 2 and 3 sessions per level depending on the table composition.


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PossibleCabbage wrote:
Lanathar wrote:
What is 13th Age? Is it another 3.5 off shoot ? Or a 4E off shoot? It sounds like it is one of the two...
13th Age is a different 3.5 OGL offshoot that came out after 4e. It was explicitly an attempt to synthesize 3.5 and 4e and was a hard turn towards narrativism (there is no grid, and no rules for one) and "rules light" d20 fantasy. It's an easy game to play but will test out your improvisational skills as a GM. It has some unique rules that can be easily bolted onto any similar game, like Pathfinder, (e.g. "one unique thing", "icons and relationships", "the escalation die.") Pelgrane Press publishes it.

Designed by Jonathan Tweet and Rob Henisoo, so one of the head 3E devs and one of the head 4E devs. They call it their “love letter” to D&D.


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Mr. Paru wrote:
First World Bard wrote:

I don’t understand your worry, and feel that it might be misplaced, or at least premature.

Focus pools now start at 1, not the relevant ability score modifier. But the Wild Shape pool is something else, and might still be Strength based. Is that your concern?

Maybe, but in the chart the Rogues have different Key Ability Score; Druids don't.

Then a druid can't start at level 1 with Strength 18. This is the point.

Okay, I understand now. Not something I would do, but I am sorry you cannot.


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Elorebaen wrote:
Tectorman wrote:

So it's sounding like I'm going to have to play an equipment-unintensive character like a Monk or a Sorcerer and obsessively max out their Str score and carrying capacity just to have the logistical capacity to not be overburdened by the fundamental looting that the game is built on.

So. Will the GMG be doing anything to address this?

Hunh? Play whatever character you want. Carrying capacity has always been a part of DnD, you could even say a “fundamental” part. If you don’t want to worry about carrying capacity, then talk to your DM I guess. Simple enough.

Pack animals, the Ant Haul spell, bags of holding; there are many solutions to this problem. And to some extent, this was an issue in first edition, as well.


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David Paru wrote:

So, no bonus Strength for Wild Order Druid . Is many sad.

I waited for this, but don't worry, is fine; only I go to the corner for cry a moment.

I don’t understand your worry, and feel that it might be misplaced, or at least premature.

Focus pools now start at 1, not the relevant ability score modifier. But the Wild Shape pool is something else, and might still be Strength based. Is that your concern?


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Midnightoker wrote:
Stone Dog wrote:

Toker, could you confirm that you understand that Trap Finder the feat is not necessary for searching for traps?

That is a repeating argument that I keep seeing and I don't understand how it keeps being brought up.

Yes. I understand this.

But writing "Getting a free roll when encountering a trap regardless of whether you are searching for it and a +1" takes a bit more time to write.

"Why do I have to choose between a non-combat surveillance utility party safety tool vs. a combat oriented fighting tool?"

There, does that suffice?

Except that this same choice was made in P1. Trap-spotter versus a combat rogue talent.


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One thing we didn’t see from this preview is how big his Focus pool is. The feats didn’t mention they gave a pool, and If there was a separate class feature I missed it.

As for my character, I’ve definitely mentioned my Druid/Bard a bunch elsewhere, so no need to go into detail. Character #2 might be recreating my RotR wizard that is just starting Book 3 right now. His background involved being a monk (the kind that brew Craft Beer) worshipping Nethys, so in 2E I may see if multiclassing into Cleric makes sense or not; depends how many class feats I will want to put towards wizardry.


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Lanathar wrote:

[

I don’t think there is something like that for every class. I think it is 10 out of 12 (I think fighter and monks are those that don’t )

I assume you mean “pathways” like the warpriest cleric?

Alchemist - not sure what they are called
Barbarians - totems but renamed as deemed insensitive
Bard - Muse
Cleric - perhaps this is the “pathway”. Not sure what they are but I think warpriest was one . But they also get deity which makes them fairly different
Druid - order as per the playtest
Champion - I assume this is just the alignment choice?
Ranger - I think just fighting style but could be wrong
Rogue - racket
Sorcerer - bloodline
Wizard - school (and there is something else that I can’t recall)

Is this what you meant?
As mentioned I don’t think they are all technically “class archetypes”

Barbarians now have Instincts

The other cleric option is Cloistered Cleric
The other Wizard element is the Thesis


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Ngodrup wrote:
I am also incredibly excited/impatient, and constantly searching for more spoilers/wishing the days away! (Also I agree that TheGoofyGE3K's goblin cleric of Sarenrae idea is brilliant!)

You all need to play, then read (or run) We Be Heroes :)


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TheGoofyGE3K wrote:
or a goblin cleric of Sarenrae who worships the goddess of the great ball of fire in the sky

She is one of my new favorite NPCs :)


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masda_gib wrote:
The blog post Pathfinder Society Preview Legacy Backgrounds has some official ones. Some of those differ slightly from the default formula and there is even an explanation why and how.

The Season 4 one is a really good fit for Scholar of the Ancients, really. So much so that I may want to recreate my RotR PC in PFS 2.


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graystone wrote:
Lanathar wrote:
I was not a big fan of everyone picking "Reactionary"
I think there's around 10 traits that give the same mechanical effect: so they really didn't have to pick the same one for that +2.

IIRC, Reactionary is the one in the traits Web Enhancement, making it freely (as in beer) available. This matters more in PFS, where you are expected to own the sources of non-core rules content you use.


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Edge93 wrote:
Question on the PF1 whip thing, does it remove the whip restriction where it can't damage creatures with anything more than super-light armor and no natural armor?

A scorpion whip is a different weapon than a regular whip; those do lethal. But it counts as a regular whip as proficiencies go. Didn't realize it counted the same with respect to deity's weapons, though.


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So, as it turns out, I have been planning my concept for some time. It's a bard/druid. I decided I cared about the Animal companion, but not much else on the Druid side, which means I need to have Druid as the base. On the bard side, I care about spells and Inspire Courage. About half my Class feats go into Druid; they are all the Animal order feats (assuming they are substantially similar to the playtest). On the Bard side, I get up to Master casting + Inspire Courage. That's all my feats, but I am pretty happy with the outcome. If I wanted to Wildshape, or summon lightning? I can prepare spells for that.


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WatersLethe wrote:
In PF1, a class has a nice little basket of stuff. For example, Druids had in their little basket an animal companion, spells, wild shape, and some other utility things.

In fairness, this is way too much stuff in a basket, from a game design point of view. There's a reason Druid is the D in CoDzilla.


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Multiclass Dedications now only require a 14 in the ability scores, which is nice.


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Gabbers "Gab" McTalkington wrote:


As I recall from the playtest (which has been over a year since I played it), the different classes generally use different types of focus points. Giving someone Ki points won't overpower the Mental Focus points of the Occultist, so I think it would be easy to temper this concern.

"Focus Pools" are general and can intermix. There are a few other types of pools that are separate: Cleric's channel, Druid Wildshape, Alchemist reagents. But you have one "Focus" pool, that all your focus powers draw from. See the Multiclass archetype write-ups for feats that give focus powers: they all day something like "If you don't already have a focus pool, gain a pool of 1 point".


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Ngodrup wrote:
I'm a bit confused about the ranger MC...

Yeah, that's got to be a typo. Basic Hunter's trick will give a 1st or 2nd level Ranger class feat, just like all the other Basic X feats. Presumably there is a different feat that gives extra HP to low hit point classes.


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Midnightoker wrote:

I feel like the witch makes a very good prepared version of pick a list class, since patron makes a lot of thematic sense.

Witch working as occult is fine, but thematically Witches tend to have a wider display of magic than just what is under occult.

I disagree; I think the base list should be the Occult list for all witches, with the individual patrons adding non-Occult spells. Want to cast Fireball? Elements patron. Want some Primal flavor? Animals patron.

But the core Occult list suits the traditional flavor of Witches really well.

That said, it could go your way, too. But I feel like there's an opening for both a Prepared Pick-a-list caster and a Prepared Occult caster, and I think the Witch fits the latter more than it does the former.


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citricking wrote:
So the comments from the ranger's player suggest that the only way for them to get spells was to multi class.

I have not watched the podcast, so i am speculating here. I'd say it's *possible* that the player was referring to actual choice of spells like Ranger had in the past, and that said player didn't consider Focus spells to be real spellcasting in that regard. Though I will concede that it's more likely that Ranger focus spells just aren't in the CRB. That said, I'd be surprised if class feats for the Ranger that give Focus spells and a Focus pool don't show up, lets say a year into the game.


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Captain Morgan wrote:
It is still nice to have, definitely, but I wouldn't put it above the AC/reflex/skills/attack rolls of our god stat dexterity.

I'm glad they reduced the importance of DEX though, now no longer being the default for Initiative or ranged spell attacks means it's not the automatic second stat for wizards/sorcs. That said, it's still an Initiative option for those that have stealth trained and can sneak around before combat, and the fact that you can boost Stealth further/easuer than you can Perception may mean that a lot of people will be advancing Stealth to get the jump on their foes. Which seems... appropriate, really.


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Crayon wrote:
PF2 really isn't very similar to 3e - it shares as many, if not more, design elements with 4e and 5e...

I think it shares those design elements for good reason: multiple groups of designers wanted to fix the issues in 3.x, and it's understandable that those fixes would look similar. I'd say it's certainly closer to 3e than 4e was, which is the important part. I *liked* 4E, but understood that many saw it as too much of a departure. I'm hoping that PF 2E has the advances in design people have made over the last decade, while still feeling like Pathfinder, and from what I've seen so far I think it will succeed in that regard.

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