Balazar

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HumbleGamer wrote:

Unless I am missing something, how can she get

Quote:

STR: 14

DEX: 18
CON: 14
INT: 8
WIS: 14
CHA: 10

?

The best I can do, given the voluntary flaw is

Quote:

STR: 14

DEX: 18
CON: 12 ( or 12 STR or 12 WIS, no chance to get 3x 14 and a 18 )
INT: 8
WIS: 14
CHA: 10

Eventually, she could consider lowering charisma to 8 to get 3x14.

Or getting amnesiac as BG, but it would be up to the DM determine its third stat ( and she'd need to play as an amnesiac).

There is no voluntary flaw.

Leshies start with +2 in Con and Wis, a -2 to Int and a free bonus. Use the free bonus for Dex.
For background go with one that gives Dex or Str and use the free background choice for the other.
For Class, go with Dex.
Then in the last stage, use the 4 stats boost for Str, Dex, Con and Wis.

That gives you the 18 and 3 x 14.


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I'm trying to find the original source, but I've seen a couple of posts quoting Mark Seifter as saying that signature spells do not add spells to your repertoire. Here's an example of one such post.

Found it. It's in this stream around the 00:16:05 mark.


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My favourite class in PF1 was Life Oracle. When I first read the PF2 version, I hated it. The more I read and look at all the options, the more I like it.

Spells: Angelic Sorcerers have more spell slots. Clerics have divine font. Oracles have better focus pools. They start with 2 points and 2 focus spells (revelation and one domain). Where the sorcerer and cleric have to spend feats to refocus 2 or 3 points, oracles get those for free 1 level earlier. All of the life revelation focus spells are centered on healing. Life-giving form is just awesome.

The curses:
Reduced healing is rough. However there are ways to help mitigate this. Healer's Blessing gives you a bonus to healing that would basically cancel out the curse (though you're technically activating your curse to negate the curse). The feat Godless Healing increases the amount you receive from Battle Medicine, which helps mitigate some of the reduction. These are just a couple of examples.

Being the only one able to heal yourself with magic will vary in impact depending on your group's play-style. In PF1, whenever I played a healer, I was usually the only one casting healing spells. In PF2, battle medicine is probably the most common method of backup healing anyway. So the effects of this curse seem worse on paper than they do in practice.

Keep in mind that you still get the full effects from spells/abilities that grant temporary hit points. For example, if you have an arcane or occult caster with the spell Endure (from Gods and Magic), they can use that as an alternate means of keeping you up if needed.

The benefits:
d12 to healing is a nice little boost. It's weird that it only applies when all targets are living creatures. The cleric feat Healing Hands makes it a d10 with no restrictions. Life oracles are basically hemorrhaging positive energy; they should be deadly against undead. This is probably my biggest beef with the class.

The extra little healing when casting a non-cantrip spell is not major, but it is still not bad either. It also has the positive trait, so if you're fighting undead, you can use it as a damage boost instead.

The major curse can be either really good or really bad. If you're fighting living creatures, you risk healing them and if you're low on hit points you risk dropping. That's why you only reach this level of curse when you absolutely need to. If you're fighting undead, this is a good boost to damage - cast a high level heal spell and it follows up with a secondary smaller heal spell for extra damage.

People often forget that healers make great slayers of undead. That was my favourite aspect of life oracles in PF1 and it's still strong here, especially with life-giving form.

If you only look at the spells per day and curse effects, it seems like a bad class. But once you start to explore all the other options there are and ways of mitigating the bad (I only gave a small fraction of the examples out there), the life oracle is actually a decent class.


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Ciaran Barnes wrote:
Considering how long it takes to reload a crossbow, and what Rapid Reload does, I'm surprised there isn't a way to reduce how long it takes to load a sling.

There is, but it costs 2 feats. Ammo Drop and Juggle Load.

Unless you're a halfling and then it's an alternate trait.


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Add sharks to it.


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133. Speak a new language, just because they killed a bunch of goblins.


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They could come across a hatch with the numbers 4, 8, 15, 16, 23, 42


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The Empty Children

Go from tomb to tomb saying "Are you my mummy?"


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How much loot could a looter loot if a looter loots in combat?

Keep in mind the action economy of looting. It's something that most groups don't think about because looting is done after combat. It takes a move action to pick up an item, and that's per item (assuming the opponents don't just carry all their stuff in one big bag). It's only a free action for the rest of the party to yell "Get you a** back here and help us!"

At most this guy should only be getting a couple of items before combat is over and then it's up to the rest of the party to decide if they want to stand aside and watch this guy do all the looting.


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"I can't believe you shot yourself in the face with a crossbow AGAIN."

We were using the critical fumble deck and one player was very unlucky with the dice.


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Jason Bulmahn wrote:


There are a large number of process concerns that make it very difficult for us to release errata before it is final, the largest of which is a time and manpower issue.. but I dont want to get pulled off on that debate.

As for the number of errata problems, we actually have a very solid track record on this. There have been thousands of individual changes to the books over the past 5 years and relatively few issues that we've had to revisit. Now it so happens that some of the more high profile ones have been recent, on the whole its not nearly so flawed a system as you seem to think.

Jason Bulmahn
Lead Designer

I can understand that. Not every errata needs to be discussed in depth, especially when it's just reworking existing text for clarity or adding missing information that should have been there to begin with.

However in this case, there was a significant change to a feat that a lot of people not only use, but actually built their character concept around. There should have been a post giving a heads up about the proposed changes to the feat (Similar to what's done in the playtests - for example, in the Advanced Class Guide with the proposed changes to the Arcanist class). At least that way, people could discuss what they like/don't like about the change and maybe come up with something that works for everyone.

You wouldn't need the whole errata document for this. Just a thread to say "Here's what we're planning. Please provide feedback." It probably would have saved you a few headaches.


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From the Ask James Jacobs thread

Quote:
8) If your additional damage from sneak attack or bane doesn't add up with your base damage to a number high enough to overcome damage reduction, then yes, the damage reduction can block it. Stuff like bane and sneak attack just adds to the damage done; it doesn't grant any special penetration power.


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Gorbacz wrote:
Can we finally have that "heroes rescue a princess from a dragon in a proper medieval kingdom" AP?

Sorry, but the princess is in another castle. ;)