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When selecting the armor as starting treasure, you pick the weapon or armor with the Potency Rune on it, for example, you can select +1 magic light or medium armor as a third level item, or a +1 light or medium armor potency rune as a 3rd level item if you wanted to add the rune to existing armor. Alternatively you purchase a +1 magic light or medium armor for 60 gp. You would likely have to purchase the property runes separately, but if you selected a +2 magic armor from the 7th level treasure table or purchased it for 360 gp, you would have to purchase a +1 armor potency rune for the item since items can only have one potency runes on them at a time. As the treasure tables are specific and the etching rules under runes is general, the treasure lists over rule the etching rules since Specific > General.


I think the problem people are experiencing from this is that, at least from a thematic perspective, Hunt Target is something you use against a creature you are hunting. Most of its benefits and the benefits of its progressive abilities function as a you and the party against a single opponent. Monster Hunter and Monster Warden follow the same pattern. It does not compete with AOO or Retributive Strike because it was never designed to.

The Ranger is, for all intents and purposes, designed as a skirmisher, like a rogue or a monk. They are not front line fighters, they are switch hitters. Thus it would be more fair to compare Hunt Target to Flurry of Blows or Sneak Attack. It is also fair to mention that its skill bonuses support this conclusion.

For the Rogue, Finesse Striker allows them to deal viable damage on normal attacks, while sneak attack allows them to deal extra damage against flat-footed opponents, while Surprise Attacks allows them to use sneak more often. But While they gain the most skills and the most skill feats, their starter abilities do not supplement their skills and while they are Expert in perception, Reflex and Will, they are only Trained in Light Armor and have very limited weapon selection.

The Monk on the other hand is only trained in perception and has a small selection of skill proficiencies with no weapon or armor proficiencies to speak of, while they are expert in Unarmored Defense and in all Saves. Their Flurry of Blows takes an action to make two unarmed strikes, but the second strike counts against MAP, and can only be used once per round. The Powerful Fist ability increases unarmed damage to supplement the Flurry of Blows ability, While the Graceful Expertise mitigates their armor restrictions.

Hunt Target allows the ranger to relentlessly harry an opponent, tracking it down and allowing for multiple attacks to hit more often. This ability is probably best implemented against a stealthy, evasive opponent (you don't have to see the target to use Hunt Target so long as you can hear them), and Rangers are best suited against a single opponent. In addition to this, they have Expert in all saves and in Perception, the third highest number of skill proficiencies and is trained Light and Medium armor as well as all simple and martial weapons. In addition to this, like the Rogue, they are able to eventually have Legendary proficiency in Perception

Now putting all of this in consideration, I do think Hunt Target needs a boost, but I think a secondary supplemental ability that makes it more useful, more often (similar to the design of the Rogue and Monk) would be the route to take rather than changing the ability itself.


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On another note, People seem not to notice that Sorcerers have a specialty that they are better at than any other class, and that is Counterspelling. A sorcerer can Counterspell using a slot instead of a prepared spell that the wizard's Counterspell ability uses. As a divine caster, a sorcerer with the Heal spell as one of his heightened spell for the day can effectively block an enemy cleric from healing with his Heal at any spell level the sorcerer can cast. Even if this does not block all of the cleric's heals, it still blocks at least four of them and that can be incredibly useful especially if the enemy cleric is using the three action heal.

This also makes the Sorcerer the only Divine, Occult, and primal casting class so far capable of Counterspelling, and even though Wizard's can use it, the Sorcerer version of Counterspell is objectively better.


Zorae wrote:
Draco18s wrote:
Palinurus wrote:
DataLoreRPG wrote:

Cleric absolutely needs a nerf to channel (they are otherwise fine). Making everyone as good as the current cleric would make the game a cakewalk.

I disagree - but my dwarf cleric only has three heals a day (but the battle cleric feat is really helping). My playtest experience so far suggests improving other healers would be better. I think with an optimised healer cleric you can get by with only one source of healing but it feels as though you need a couple to get by without one at the moment.
Dwarf Cleric with no charisma still has more Channel uses than a divine sorcerer (2 to 0).

And if Angelic Halo wasn't so bad, then it wouldn't be that big of a deal.

Although, if you go the Demonic bloodline you effectively get to spend 2 actions and then get an finesse attack that gives you 1d4 Temp HP every time you hit a living creature (scaling with level). Which is pretty neat - you could effectively prevent as much damage as a single channel with just a few rounds.

What exactly is so bad about Angelic Halo? At 1st level, as per Protection (evil) you get +1 to AC and saves against evil creature, +3 AC against summoned evil creatures and +3 saves effects that directly control you. Oh and you only need to spend two actions on what is essentially a three action spell. Additionally at 5th level, you automatically heighten it to a 3rd level spell and it effectively becomes Circle of Protection (evil), another three action cast reduced to two actions when using this ability that forces evil summoned creatures to make a will save to get within 10 feet of you. And at 9th level, it is auto heightened to 5th level and lasts an hour instead of a minute. It costs spell points, not spell slots so this is in addition to the four spells per day you get.


Honestly the light level system plays pretty simplified for races. Races with Darkvision can always see all the time, but in total darkness, they cannot distinguish color. Not sure if this was something a GM ever implemented, but depending on the situation, that can be a serious disadvantage. Creatures with Darkvision and Low-Light Vision can see at night, unless it is a new moon, while creatures with Normal vision cannot.

A Darkness Spell heightened to 4th level cannot be penetrated by Darkvision, so a See in Darkness ability is still better than standard Darkvision.

I'm guessing the reason the light sources don't give off a Low-light radius was for the sake of keeping things simple in a more you see or don't see kind of fashion. I don't really agree with this approach since it basically makes Low-Light vision very situational. On the Positive, I do like that the different types of vision are tiered as Normal < Low-Light < Darkvision.

A Major complaint I do have for this is simply that Tabletop roleplay sites like Roll20 do not have lighting systems that support this implementation of lighting rules, which as a GM can be frustrating.


Soldarc wrote:

So I was Running Tomb of Anihalation for 5e but converted over to PF when the playtest launched. I am converting the adventure to PF2 rules and all that is going well and fine.

To explain what i need help with I need to explain the main plot (Spoilers ahead)
The Soulmonger, an artifact from another dimension has been brought to this world by a dimension traveling archlich. It has cursed the entire world and ppl who has been resurected or been brought back to life in anyway during their lifetime slowly starts to rot away. People who die cant be brought back by magical means. if you are dying Deathsaves are hearder to succeede with (Fort saves in PF2 to stop dying). What no one knows is that the soulmonger is actually harvesting the souls and the sould do not go to the afterlife.

What I need from you knowlageable guys is some information about cults/organisations that i can use in the campaign. And if possible in wich PF1 book i can find some info on them.

1:
I want an organisation that sees the Soulmonger as a blessing in disguise, that wants to protect it. they dont have to be evil. I want the organisation to value the prospect of everything being "fair" when you die you die, no matter who you are. they should be fed up that the rich, whom can afford to get resurected every time something happens, gets to live long lives without fearing death while poor ppl only get one chanse.

2:
I need a Town that resembles Baldurs Gate as closely as possible. Preferably as close to Mwangi Expanse as possible.

3:
I need a druidic group that works towards perserving life of the forests and fighting off undead and other things that can curse the wildlife

4:
I need a Shady/evil Mercenary organisation that also can do assassination jobs and such.

5:
I need another Mercenary order that preferably works out of the "Baldurs Gate Clone" and primarily works as hired lawkeepers or special forces in the army, preferably Lawful Neutral

Bonus question:
What can you tell me about Aldori Swordlords? what...

For number 1, honestly read up on Rahadoum and the order of the first law. It is a country that is anti diety, anti divine magic and I think could work for this purpose.

For number 2, Sargava is the largest port colony adjacent to the Mwangi expanse. It is a Chelish colony that serves as a hub for piracy and treasure hunters looking to scour the jungle ruins for treasure and for adventures looking for the activity of their namesake.

For number 3, While not inherently a druid order. The Magaambya is an organization based in the Mwangi expanse that tethers druidic tradition with arcane traditions and is one of the first arcane organizations to have formed in Golarion if I recall. Look up the Halcyon druid archetype to see why they could work for this.

For number 4, The Red Mantis Assassins kind of fit very well as this organization, however, I am working off of the implication that this will be set in the Mwangi Expanse or near it. The Red Mantis Assassins are based in the Sodden Lands directly west of the Mwangi Expanse, however they are currently at bitter odds with Rahadoum due to a history of agression between them. Keep in mind, these organizations do have aspirant members that will do jobs to earn membership, if you want to make weaker members as enemies. An alternative could be the Aspis Consortium as they are the Shady counterpart of the Pathfinder Society.

For number 5, The Hell Knights or Aspirant Hell Knights could function in this manner. They really are the best organization thematically for this role. And if Sargava is your place of choice, since it is a Chelish colony, Hell Knight presence would make sense.

Most of these Organizations are Compiled in the Adventurer's Guide. Aldori Swordlords are also covered in detail in that book so most of what you need can be found there. Also Paths of Prestige is another book that covers them.


CommanderCoyler wrote:
Claxon wrote:
Quote:
Also: isn't 'I want to keep enemies focused on me, so the squishies can do their thing' the main reason you'd play a fighter or, especially, paladin?
No. When I play a fighter I want to be really good at killing my enemies. And when I play a paladin I want to be really good at smiting the enemies of my god abd upholding good and justice.
Playing a Fighter (p87) wrote:
During combat, you stand between allies and enemies if you’re a melee fighter. You draw fire and deal out major damage with unmatched accuracy.
Playing a Paladin (p105) wrote:
During combat, you get into the enemy’s face while carefully positioning yourself to protect your allies.

I know these are suggestions, but they're what the classes are built around.

I would love to see more effects that allow them to do so

If I'm understanding this right. A melee fighter stands between enemies and allies, which is accomplished through the Attack of Opportunity reaction which they get at first level, allowing them to gate off a frontal assault on allies. Because they stand as a threatening impediment to attacks made against allies, they draw fire from those enemies. This makes that referenced suggestion logically consistent.

The same is true for the Paladin and denote its difference in approach. The melee fighter runs in, while the paladin can stay near allies and punish any creature that wants to attack them through the Retributive strike reaction. And if that strike is a final blow, the enemy attack is nullified completely. So while I also agree with Claxon's statements, I wanted to point out that playing as suggested is supported by the systems in place should you choose to utilize them in that fashion.


Just wanted people to know that Sorcerers get metmagic feats that wizards get, but can apply them to spell lists that wizards don't cast. Big example of this being Counterspell with divine spells = counterspelling enemy healing spells. And since Sorcerers don't prepare spells, they don't lose the spell in the process, just the slot, and therefore can do so multiple times. This allows a divine sorcerer to heal lock an enemy caster.


I would like to note that the fighter actually does have the option to gain a feat they don't normally have as per the combat flexibility feat.

Combat Flexibility 9th
When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t have. You can use that feat until your next daily preparations. You must meet all its other prerequisites.