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Humble!


@Unicore: Yeah, Canny Acumen is pretty good at low levels to catch up with expert proficiency if your purpose is to find traps.

Issues may come be betweel lvl 9 and lvl 16, or even after if legendary perception would be required.

Being able to deal in a different way would be ok, if you don't have a trap finder.

Being bad at trap finding because of mechanics ( no matter how much you invest, given the limits of your class ) stinks.

I mean, our group managed to have the druid ahead searching ( high wisdom and expert proficiency ) while my magus dealth with disable ( no issues in investing in thievery, as well as raising my dex ), but soo they will be unable to deal with "master perception traps" until lvl 17 ( and after lvl 17, they'll be unable to deal with legendary ones ).

Luckily, one decided to switch character with a rogue, who will properly do either search and disable ( I would probably reroll into something different ), but I still wonder about perception ( it would be pretty bad being caught because of a proficiency you are not able to get in any way ).


I know the odds are tough, but I was more concerned about the requirements in terms of perception, to spot them, or thievery, to disable them.

Like " You roll a natural 20 but how sad, you don't have master thievery/perception".

That sucks.
Mostly because you don't know whether you can invest in a different skill or not, ending up to increase thievery first, not to risk.


Deriven Firelion wrote:

The spirt blast did a lot of damage too, though it takes a level 6 slot. With a flurry with a save spell, it's basically launching a big attack with no MAP penalty. Imagine a caster launching a chain lightning, then doing a flurry. Crazy damage. I did this on my druid. It was brutal. No martial was touching her damage.

That's why I stopped complaining about caster damage. Sure, it sucks at low level or somewhat sucks. But it more than makes up for sucking at low level at high level. They just get ridiculous.

At higher levels, i probably wouldn't dare to flurry ( unless monastic archery ) with a spellcaster, because of the AoO issues, but I do totally agree that using a saving throw spell + 2x strikes is pretty efficient.

Summoner does this by default ( summoner casts, while eidolon strikes )
, but also a magus with flurry ( or just hasted assault ) can easily do that.


Hi there,

this one is for those who played several AP:

Does a character need to increase thievery:

- ASAP
- Up to legendary

during any adventure from lvl 1 to lvl 20?

What about Perception?

Would a random character, assuming a worst case scenario which involves a champion which is trained by lvl 1 and expert by lvl 11 ( eventually, master by lvl 17 ), be able to properly find traps ( I mean the possibility, not the odds ) from lvl 1 to lvl 20?


Gortle wrote:
HumbleGamer wrote:

Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.

Its a nice way to do a control fighter. You are giving up on damage runes to do it. The status penalty from frightened doesn't stack with the others so its probably excessive.

Yeah, the trade off in terms of damage from runes to damage for the party is excellent.

As for frightened, we also have an occult sorcerer who could benefit from it using "you are mine" or similar effects.

Plus, it would affect enemies DC, so spellcasting and aoe stuff would result way easier to avoid.

It's ok to have both imo, but I may understand one just getting the op crushing runes.

Deriven Firelion wrote:


The oracle showed why casters should never get full martial ability while casting. She smashed someone with debilitating dichotomy and a monk flurry as she is a Monk MC. Then did a spirt blast and flurry. She had to 90 point plus damage rounds. Just brutal.

I wouldn't take DD as a standard comparison, as it's overpowered ( as it is flurry in terms of trade off, but that's not spellcasting related ).

Most of spellcasters won't have such a focus spell.

It would be like saying the magus is op since it can exploit damaging focus spells like stone lance and fire ray into their class.
Indeed it may do so, but it's just pushing towards powercreep rather than the standard stuff.

Although I do agree that spellcaster should never get mmaster weapon proficiency ( though by lvl 16 with FA, or 18 without ) a non cleric/oracle spellcaster can become even better with Competitive edge + Effortless concentration.


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I also don't use xp ( come to think of, non of our groups never really used/loved them ).

In addition to the milestones, I think it's appropriate to give players the time to properly manage their level up.

We just had a quite deep discussion about it yesterday.

What I mean is that unlike other systems, this 2e has 2 peculiar features one should take into account:

- retraining
- downtime activities ( which are complementary to default loot provided by the AP)

After a level up, characters unlock the possibility to craft ( or search for) new equipment, which may drastically improve their chances of survival.

For example, hitting lvl 10 and being able to craft weapon potency runes +2 would be gamechaing.

But same can be said about feats which become obsolete at some point, and if retrained would provide a significant boost.

For example, retraining an attack, when you become eligible for a better one, into something different ( maybe a defensive passive perk).

If the players, or the DM, feel the urge to complete the book without having a chance of properly do downtime, they are probably pushing things unnecessarily harder.

Consider some events as triggers is imo also bad.

The mighty lich didn't attack for decades, and it's not going do to so because the adventurets arrived in town or completed a task. Or else the group is going to find themselves into an infinite loop, always running to save the world.

My suggestion here is to take it easy, both the DM and the players, allowing time to properly do the required stuff whenever is required.


Well, that's the fighter purpose.

Hammer/flail builds were already over the top, and with the crushing rune they made the even more powerful.

We are currently playing with s fighter with champ dedication:

- warhammer + light hammer ( double slice)
- champion reaction
- combat reflexes
- greater crushing runes and greater fearsome runes.
- disruptive stance

When they crit, the enemy is prone, clumsy 2, enfeebled 2, frightened 2.

It's a huge damage boost for the whole party, making things way easier.

Apart from that,to me maneuvers alone feel just bad ( eventually, assurance can be worth it sometimes, but having to invest either in the athletics skill and one skill feat is no the best deal) because an attack tend to always be better.


I say it depends on the situation.

For example, I can't think of a good reason for an expert spellcaster not to be able to lessen the effects of the light cantrip, if required.

Ad the same can be said about other spells.

Invisibility for a spontaneous spellcaster may be different, because of signature spell works.

If the bard chose invisibility as lvl 4 spell ( no signature) they just made a choice.

Alternatives may be:

- taking either the lvl 2 and lvl 4 version.
- making invisibility a signature spell.
- using scrolls and other consumables.


I get your point, but ai was referring to core monsters against either core characters and new characters ( new feats, classes, mechanics, items, skills) from a monster point of view.

Not from a character point of view.
We have stuff like double slice fighter and flurry/precision ranger ( to mention a couple) that still are king.


A spellcaster is the way.

For example, a cloistered cleric who devotes their earning to their church.

Being a spell caster won't require them to get weapons ( if you take a deity which also give mage armor, you are set).


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The free fortification is already a win for the inventor.

Available by lvl 15 rather than lvl 18, for free ( no golds and no less runes for you).

Supertanky.


Or maybe not even CON related.

lvl 12 feat: You gain the benefits of a fortification property rune.
lvl 18 feat: ( lvl 12 feat requirements ) You gain the benefits of a fortification property rune.

I was thinking about the champion divine blade ally progression, reason why I am not sure giving it too much power for just a lvl 12 feat ( against a class perk + lvl 10 feat + lvl 20 feat ).

Anyway, Advantages:

- Gold Saving.
- Not tied to armors ( you can use bracers if you want ).
- One more property rune ( because the feat won't count as a property rune ).
- Accessibility ( you instantly get it. Even if you don't have the recipe, the skill to craft or just are not in the position for some downtime ).


Gortle wrote:
HumbleGamer wrote:
I started to realize that it's kinda un balancing having players benefitting from new stuff ( books) and monster still be tied to old mechanics ( bestiary 1, for example).
I mean if you just don't want the mental overhead of the extra stuff then thats reasonable. The vast majority of it is well balanced.

Definitely not that.

To simply put, though it is not a prerogative of this 2e, of course, the more the books come out ( new spells, mechanics, abilities ), the more the old enemies feel underrated and can be exploited more than with just core stuff.

It's just normal that when you create content not knowing what would be added in the future, the more the time passes, the worse for the core stuff.

It can't be any other way.


I agree with castillano.

Just think about the monk lvl 1

Stride forward
Flurry
Stride back

Making the enemies waste actions.

Talking about spell casters, think about a monster ( 1d4 recharge ability alternated with spells, to say one) with flying speed and haste that would work with flying speed, would over complicate things, unnecessarily.

But same goes for players.

In addition to this, though not haste related, I started to realize that it's kinda un balancing having players benefitting from new stuff ( books) and monster still be tied to old mechanics ( bestiary 1, for example).

Just to say the game has to be well rounded between players tweaking their characters and enemies.


Pretty balanced to me ( not sure about the level though, but I'd say 12), though I can't see paizo using reverse flat checks...


Edeldhur wrote:
Yeah, but the Darkvision...

Half orc can get it by lvl 1 ( orc sight).

You'll just wait lvl 3 for natural ambition ( if you want it).

Basically, is trading an imprecise sense for +2 stat.


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Edeldhur wrote:

Thank you HumbleGamer, but is 12Wis enough for a Ranger?

EDIT: Also I think I see the issue - Feral Child Background only allows ONE stat increase...

Wisdom means nothing for a combatant ( will saves / wis skills apart ). You'll also rely on gravity weapon, which doesn't require counteract checks or class DC, so it's perfectly fine ( you'll find the lack of con more a thing than the lack of wis, to be honest ).

Every 5 levels you'd increase STR/DEX/CON/WIS, becoming more and more sturdier.

As for feral child, yeah... it's a weird one.

If I were you, I'd give mechanics the priority ( getting a normal BG with +2 stats ) and, eventually, play the feral ranger in terms of flavor ( searching tracks like a hunting beast, be perceptive, etc... ).


Edeldhur wrote:


Is there any way to improve on those stats?

Any human ( or any human heritage, like half orc ) can hit 18 DEX and 16 STR.

DEX: 18 > 10 ( base ) +2 ( class ) + 2 ( ancestry ) + 2 ( background ) + 2 ( one of the 4 bonus stats )

STR 16 > 10 ( base ) + 2 ( ancestry ) + 2 ( background ) + 2 ( one of the 4 bonus stats )

you'll also have 2 extra bonus stat ( for example, 10 > 12 WIS and CON ).

As for weapons, I suggest you to just go:

a) Unconventional Weaponry > Hornbow ( using a rapier/Shortsword as main weapon and a shortsword as offhand )
b) Unconventional weaponry > Dueling sword ( using a shortbow as ranged weapon ).


Wyrm domain is broken because of draconic barrage ( the more the game goes on ) but even playing with the healing domain and improved communal healing can be efficient.

I also like "delay consequences" ( time domain ), because it allows you to save a target from "unexpected damage" like a special ability, a critical failure or a critical hit.

Plus, it allows you to save spells ( if the combat is about to end, for example ) and it's a reaction ( you don't have many ).

Finally... oracle ( life ) dedication, for the life link focus spell :d


CorvusMask wrote:
I'd argue that you don't need boots of speed/bounding either, but they are admittedly really good which makes them fun xD But you don't really need them because there are other ways to get extra speed of quickened

They are pretty good because of the action you may save.

Assuming any character has, at some point, at least( dwarves apart ) 25 + fleet + longstrider + boots = 45/50, may result into less actions for the movement.

Boots of speed are also good because of the 1 action quickened condition ( you can also use climb and swim ).

At those levels, potion of quickness can be a solution too.

Earn income would be 15g/day at lvl 13, resulting in 1 potion every 6 days of work ( leaving apart golds you would get from loot ), making them available for the majority of combats with a single action.

A matter of choices and preferences.


With FA you can easily xploit it with the marshal dedication.

Get the +1 aura and then use the action to cast dirge of doom ( which will be available by lvl 12 as dedication, iirc).

Before that you might reverse the stances, getting the dreadful marshal one + inspired courage.

You will save an action ( though you will be trading any other stance for the marshal one).


Cleric is an exploit because of the charisma bonus extra heals ( there are really no alternatives when you can cast 2* high level heal spells, especially at lower levels).

As for the dedication, I'd consider the champion one:

- full plate ( lvl 2 )
- lay on hand( lvl 4 )
- champion reaction( lvl 6 )

Being a war priest with 16 strong would also allow you to fight if needed, and also have fun given the campaign.

Something like:

16 str ( good attack and damage)
10 dex ( +3 reflexes > bulwark by lvl 2 )
14 con ( +2 fort)
10 int
14 wish (+2 will)
14 char (+2 bonuas heal spells )

Is always excellent.

You will fall behind by lvl 13 in terms of melee accuracy, but your attack will still remain halfway between a martial first and second attack, so it's fine.

As for the deity and champion cause, it's up to you ( plenty of good ideas, but overall any champion reaction gives dr, and the majority of deity give heals).

Alternatively, given the high number of front line, consider the life oracle with its wonderful life link focus spell ( love it).

It kicks in by lvl 5 at least, but it's pretty wonderful, and mostly an alternative which is not seen at many tables, given the power of classes like sorcerer and cleric.

Cloistered cleric with wyrmkin domain is also a build which becomes more and more strong the game proceeds, resulting unbalanced at some point because of action management.


The Gleeful Grognard wrote:

- Independent familiars are godsend (mainly for casters and alchemists), they can hold an item before battle and hand it out on the first round for free, or they can withdrawn one round and give the next for free.

Pretty sure they can hold 2 items at once.

For example, a strix character, which is tiny size,can sword and board by wileding either a longsword and a shield.

I think a familiar won't have any issue holding 2 potions or 2 scrolls.


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Overall, I really like and appreciate the way Paizo handled this 2e for what concerns items, for several reasons:

1) There's not powercreep behind them ( meaning that a character won't have huge advantages by purchasing items. It can either go with them or not ).

2) More valude to consumable items ( given the fact items are not powerful, expending resources into scrolls, potions and elixirs, for example, is a good alternative ).

3) Because of alternatives, they are not mandatory.
This means that a character can achieve bonus items in different ways:

- Different Items ( alternatives between items giving the same bonus ).
- Feats ( skill/class ).
- Elixirs.
- Spells.

4) DC based effects ( this one can vary from player to player ).

At first I was skeptic about items with a flat DC, because it seemd low and because a character would have find themselves unable to use them from lvl 1 to lvl 20 ( at some point, they'll have to drop them for better DC ).

The more I played, the more I somehow realized that even if the enemies you are against require just a 5+ ( it's an example ) to succeed, doesn't mean they succeed all the time.

Plus, that a critical failure is always round the corner.

As mentioned before, point 4 is not something which everybody can enjoy ( as for slow progression, and because so the urge to play with FA ), but, whether it was intended or not, I can say that now I feel more comfortable with flat DC items.


Is it raw as the other items like staves, runes, bracers, etc...?

For example, let's say the character would like to have a wand of heal or summon undead always with a level equal to the maximizing currently available.

Would they be able to just pay an amount of golds equal to the cost of the new wand minus the wand they already have?


Blake's Tiger wrote:
If they're using class/rules options legally (e.g., ritual) to obtain these minions--i.e., you're not just giving them to them--then it shouldn't count against the XP budget at all. They're using their resources to gain the minions.

Yeah.

Not sure whether the trade off might be fair or not but, unless exploiting downtime activities too much, trading currency for X rather than Y should always be enough.


I expect those who didn't max DC not being be competitive ( if they were, those who invested would be too good then).

For example, a magus or a war priest would be 4/5 points behind a pure spell caster.

A danava titan, for example, has 2 low saves +37 against a 45 DC. A tarrasque has a +37 reflex too, and it's a lvl 25 creature.

Seems quite ok to me ( 15% chances of critical success. If debuffed it can even be lower).


It seems so.


Making it half would result in a granted critical success anyway, even if trained + items + 2 attribute points.


4*party-4 are far from being a character ( useless is the right term here).

I had logistical issues running AP even with 5 characters, two of them with a companion.

Are you sure giving 4 extra token on a large group wouldn't result hard to handle given the map size?

If their purpose is to boost survival, there are plenty of possibilities ( but it's hard to address the issue not knowing neither the party composition nor what happens during combat encounters).

If you want to go with minions, even if you don't want your players to expend feats into companions, I'd follow the druid/beast master companion progression, just to have an idea in terms of saves, hit, damage, hp, AC.


A character using furry of blows may benefit from having a good shield block per round ( a Monk with wholeness of body and this shield block might resist for several rounds alone).


Can you get the stone shield through the kineticist dedication?


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I think it may result more efficient the standard elemental ki strike + elemental runes on handwraps.

Eventually, some thematic stance.


If a conrasu plays with the humanoid template, so can a warg.


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Seems they are just some extra.

"Buy your full plate now, and get 2 gauntlets and a padded armor for free! "


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Quote:
You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.


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Explorer's Clothing:

Quote:


Pros
- Can be upgraded earlier ( the potency rune is 2 lvl earlier than bracers ).
- Can hold property runes.

Cons
- Have not much hp, and counts as an armor ( will be ondeleted by effects that damage armors, regardless their damage, because of the clothes hp )
- Can't hold talismans.
- Costs slightly more than their counterpart ( but the difference wouldn't be that sensible until tier 3, so it's not a big issue to me ).

Bracers:

Quote:


Pros
- Cheaper than explorer's clothing.
- Can hold talismans
- Not being an armor, can't be affected by attacks which deal damage to Armors/Shields

Cons
- You will get an armor increase 2 levels after the clothes.
- Can't hold property runes.

So, it's a good thing to know whether your dmg consider that a destroyed item also includes its runes, or if those runes can be salvaged from it.


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What annoys me the most is that we are already at the errata for the 3rd printing, and this topic has not been addressed yet, though worldwide ( one may look anywhere, end up finding different opinions about it ).


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graystone wrote:
HumbleGamer wrote:
Plus, but that's maybe just me, I have to see a 120 feet+ map yet ( where enemies have no ranged weapons too. A normal longbow would result into 200 feet range with it's second increment ).
When see ranges this big it usually also involves flying and part of the distance is in the air. For instance, I had a fight with a dragon where it would dive, bite, then fly back out.

Flying, air combat and those speeds would require higher levels.

And I also have the feel it doesn't involve a kineticist gnoll riding a horse.

Anyway, those would be extremely rare scenarios.


Quickened Cast

Quote:

lvl 10 ( or 12 for the time mage )

Frequency once per day

If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).

Timeline-Splitting Spell

Quote:

lvl 18

Frequency once per day

You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.

I am not sure whether I got the feat wrong or it's just a maximum trolling.

the former allows you to cast 2 spells ( the sencod has to be 2 levels lower ).

For example, Meteor Swarm + lvl 7 cone of cold.

The second allows you to cast 2 spells ( different spells, but they can be of the same level ).

For example, Meteor Swarm + lvl 9 cone of cold

The former hits all enemies twice, while the latter allows you to just keep one of them ( if multiple rolls involved, you might even find yourself into a situation 50/50 ).

As said before, I don't get it.

ps: controls meant to be used against a boss, and because so without incapacitate trait like slow, synesthesia, etc... are low level enough to be used twice with quickened cast. So no issue here.


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Lollerabe wrote:

So you want to nerf a weak class' baseline abilities, due to a super niche case in which a gnoll riding a horse are hitting the enemies with d4 attacks ?

Yeah dude, no. That's a really bad idea

Definitely a bad one.

Plus, but that's maybe just me, I have to see a 120 feet+ map yet ( where enemies have no ranged weapons too. A normal longbow would result into 200 feet range with it's second increment ).


Maybe power creep was not the right term there.

But on the other hand, we can assume for sure that a party is going to have heroism ( or that would want to use it).

It's like making assumptions that every party is going to have a hard with synesthesia + inspire heroics + inspire courage by lvl 9.

My point was merely that aid works in a strange way from lvl 1 to lvl 20.

At early levels, we have

- hard chance to succeed
- small bonus
- extremely hard chance to critical succeed.

At higher levels, we have

- automatic critical success
- up to double the bonuses

And this is a circ bonus, which is the most broken we have in the game ( second to just untyped) as it always has its effect, given the fact there are only a limited number of circ bonuses.

Against some bosses, it's going to be quite strong, as the secondary attack is not going to land that often ( a boss can go from +2 to +4 ), but maybe it's just a fair trade, confronted with other reactions.

Anyway, my only concerns are that by low levels it's not so reliable ( even the success), as well as having it granted at higher levels.


Ascalaphus wrote:
the existing characters should probably be a bit richer overall.

Yes, that would be the expectations.

Reality is quite different:

- equipment not worth it ( sold for half the value)
- have to add extra loot as DM ( question is, why would I modify the loot table if I bought an AP that should be already balanced in terms of rewards?)
- low level settlements ( unable to get equipment of the right levels).

Creating a brand new character is better in any way.

I took into account what breithuptclan said about earlier AP having this problem, though it's obviously no excuse, which now can be lessened or even solved with the new ones.

But it would take a while to me, to check this out with more recent APs.


We also have to keep in mind it was the crb, and with any single new feat they added during the past years, seems they just parted from what may have been the original intention ( assuming they really meant to give focus spell giving also a pool and other that don't).

I am 100% up to consider focus spells and feats exactly the way baarogue proposed, because it's neat, logical and simple ( and most of all, there's absolutely no difference between getting 2 different focus spells, A and B ), but it's also a fact crb rules are written in a confusing way.


Baarogue wrote:
HumbleGamer wrote:
Baarogue wrote:
Ravingdork wrote:
There have been numerous threads like this one. Several errata later and still no answers.

What needs to be answered? The rules have been clear since the first printing. You get a focus pool and 1 point in it the first time you gain an ability that gives you a focus spell, as stated on CR p.300 quoted above. Then you gain an additional point each time an ability says you do or would give you a focus pool

CR p.302 wrote:

Focus Points from Multiple Sources

It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.
For example Hymn of Healing or Expanded domain initiate.

You're gonna have to spell out what the example is here. I'm seeing two abilities that give you a focus spell, which would give you a focus pool and 1 point in it if you didn't already have one, or adds 1 to your existing focus pool if you do. It's all in the text on those two pages

There are no gotcha scenarios where you "took the feats in the wrong order" and miss out on getting focus points. If an ability would give you a point under any circumstances, it gives you a point

Quoting you

"Then you gain an additional point each time an ability says you do or would give you a focus pool"

Neither of them say they give you a focus pool or a focus point.


Baarogue wrote:
Ravingdork wrote:
There have been numerous threads like this one. Several errata later and still no answers.

What needs to be answered? The rules have been clear since the first printing. You get a focus pool and 1 point in it the first time you gain an ability that gives you a focus spell, as stated on CR p.300 quoted above. Then you gain an additional point each time an ability says you do or would give you a focus pool

CR p.302 wrote:

Focus Points from Multiple Sources

It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.

For example Hymn of Healing or Expanded domain initiate.


The Raven Black wrote:


The.Vortex wrote:

That is especially important for the Emotional Acceptance subconcious mind, because that way you can spend the remaining Psyche turn healing your friends a bit.

Which does not feel like abusing the encounter mode to me.

Adding one round or two to an encounter does not feel like opening the door to OP shenanigans.

Same can be said for the battle oracle ( who might heal themselves until full health ).

But I think that, unless time issues ( you have to rescue the princess before noon ), I see no issues in giving them the possibility to last a few rounds ( after all, there will probably be 10/20 min resting between fights ).


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On the one hand, I think this one could be a good question for a future video of "how it's played", but on the other hand ( given it's 1 or 2 feats out of 1000 ) I have guess it's just a "New focus spell? Add a focus point" and I'd hate to waste an answer on this since there's a lot of way more unclear stuff to be addressed.


@breithuptclan: I do agree with the shining oath example you provided, but I was mostly referring to sensible adjustments.

For example imagine a Thief becoming a ruffian, or a melee ranger becoming a ranged one, or even a cloistered cleric becoming a warpriest ( just to say some ), because of new party composition or just because the desire to try something different.

It would require either a deep retrain for what concerns class feats ( eventually even FA feats, if we play with the variant rule ) and probably even some skill/general/ancestry feat.

In addition to this, their main ability score would require adjustments.

I know it's something not happening very frequently, but ( especially in home made campaigns ) it can happen.

This would bring up a high cost for either retrain ( which we all know, having a table ) and an additional one for the stats retrain ( which we don't know ).

@Guntermench: At first I thought that an AP was meant to give a precise amount of stuff for the party, but it ended up it requires some adjustments ( it was obvious it would have required some, but I didn't expect that much ).

As for the appropriate level of gear, I witnessed that either EC and AoA do no allow this ( not sure whether to push the party to travel to metropolis or to give crafting more impact ) because of the extremely low level settlements ( which are already lower, or if you are lucky borderline, to the level the book starts, resulting in being lower more and more the party gains level during that book ).

I ended up giving more golds, and allowing them to buy stuff for their level, but still I'd like to understand its purpose ( or if we played it wrong ).

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