Goblin

JoelF847's page

RPG Superstar 2008 Top 32, 2011 Top 16. RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Star Voter. Organized Play Member. 5,882 posts (5,944 including aliases). 6 reviews. 1 list. 1 wishlist. 4 Organized Play characters. 4 aliases.



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Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Being developed by Joe Manganiello. Seems likely that it will have the budget to be well done, based on what I've seen of the movie and the current competitive landscape. Can't wait to see who they case in this, though I expect most will be relative newcomers.

I could see Joe himself either go for a starring role as Tanis Half-elven, or more of a supporting character like Dragon Highlord Verminaard. Or just develop the show and not be in it I guess, but considering how big a D&D fan he is, I'd think he'd want to be on camera.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Looks like we're getting a Warhammer 40K show with asperations for a full cinematic universe, with Henry Cavill staring and an executive producer. Sounds like he'll have control/input into the overall creative direction, assuming that it's successful enough to warrant spin offs and connected titles.

While I never got into 40K much, the fact that Cavill is a huge lifelong fan and will be guiding it makes me interested. I hope it's successful enough that they can get to Warhammer Fantasy as well - which I enjoyed the RPG of quite a bit.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

First trailer is out for The Boys spinoff, Gen V. Definitely looks gory enough to continue on the legacy!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Trailer out now!

While I'm not a huge fan of the subtitle, the trailer looks good, definitely pulls the right callbacks and homages to the earlier movies, and thankfully has 100% less Shia LaBeouf than the last one. The de-aging on Ford for the scene in the 40s looks fantastic also!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Trailer just released at D23 today! I can't wait to see Nick Fury in action and in full espionage mode. Also the return of Maria Hill, James Rhoads/War Machine, and Martin Freeman's Everett Ross character only a few months after Black Panther 2. I'm guessing there will be a lot of other MCU characters showing up, or at least their Skrull impersonators.

What existing MCU characters do people think have been Skrulls for a while?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'm enjoying this quite a bit. Came out about 2 weeks ago on Prime Video. I can't say how close it is to the original comic books, but it's entertaining, has some fun nostalgia vibes of the late 80s, and gumptious 12 year olds on bike to deal with a time war. Despite similarities with Stranger Things (though it's based on a comic which predates ST by 4-5 years) it has more differences than similarities. Much more focused on the 4 main characters and their personalities and issues.

Fingers crossed for a season 2 pickup.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

First actual trailer released today.

Looks pretty good - and should be a nice change of tone after Moon Knight.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

So far I'm enjoying the show, but it's not my favorite - good, just not great. A little too much on the mystery, and too little on explaining - clearly lots of characters around her know a lot more, but just aren't sharing enough "for her own good?" At least a few are starting to share things.

I don't know her from the comics at all, or what's changed, but the last episode had an interesting hint at how Naomi might connect to Superman & Lois. They referenced that she was originally from Earth-29, which upon research is Bizzaro Earth. Funny how Bizzaro is the big bad this season in Superman & Lois. Seems like there's a way to connect the shows after their current seasons are over (and that Naomi might actually take place after S2 of Superman & Lois, since it started with Superman as a blur showing up in a fight).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Have been eagerly awaiting this series to be picked up by someone for years. News is out that rights for the first 6 books have been secured and it's being developed by a talented sounding team.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

New Arrowverse show in development and is looking to cast David Ramsey as the lead, reprising his role as John Diggle, to mentor 5 younger heroes as they navigate both freshman year of college and becoming super heroes.

Not a lot of other information, including who the 5 young heroes will be, but guessing it could be ready for the fall season if they're signing contracts now.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Not a lot of details yet, but what little is known is that it's about a post-Batman world which "will pick up in the wake of Bruce Wayne’s murder as his “adopted son” (no word on which “son” that might be from the myriad potential options and Robins throughout the Batman canon) teams up with the children of Batman’s enemies after they are accused of killing the Dark Knight."

Also not word yet on how it will or won't connect with Batwoman. Since the description doesn't seem to fit with the Batwoman show, I'm guessing it's on another earth...maybe the same one as Stargirl to continue the theme of "children of established heroes and villains" - could make for a weird but fun crossover with very different views on life between those two sets of characters.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Starting up a new RotRL campaign, in person, and are down a player. If you're interested, we play in Ballard, Monday nights, from 7pm to about 10pm. The 3 returning players from my previous campaign are discussing character concepts, and we're hoping to start playing in the next several weeks. After playing online the last 18 months, we've decided to keep using a VTT and have a hybrid game, so laptops at the table is the plan, and if anyone is remote for a session, that works as well.

As I'll be hosting at my house, vaccinated players only please.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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J. Michael Straczynski is working on a pilot and developing a full reboot of Babylon 5 with CW. Per his post on FB, he sounds pretty excited to re-do B5 with all of the writing skills he's developed since the original, and has full support and lots of flexibility from CW. Here's hoping that means they'll stay out of his way and let him write it exactly as he wants.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

looks like they're casting a live action Sabine Wren for this show!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Coming 2023

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

As part of the CW Arrowverse

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Link Of note is that they have rights to the entire Conan library, so they could develop spin offs (Red Sonja seems a likely choice).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Link I'm in for anything with more Samuel Jackson!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Fallout TV being developed for Amazon by the creators of Westworld

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Trailer released today. There's an RPG based on the same artist's work, don't know how much (if any) the show borrows from the RPG, or if it's only from the artwork which inspired both game and TV show.

Looks intriguing and worth checking out when it releases in April.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Not much information so far, other "we will be going to space with a Green Lantern television series, but I can’t reveal any more about that just yet."

I'm guessing that they'll reveal more after the Crisis crossover event potentially reveals John Diggle becoming Green Lantern. Having a high budget HBO Max show should be able to do the character justice, and having a direct connection to the CW Arrowverse shows would be a great way to entice a large fan base to pay the $15/month price tag for the new streaming service.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

CW just revealed a pilot is ordered for Superman & Lois show.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Haven't finished it yet, and the first few episodes are a bit slow, but there's a cool setting and plot, as well as good acting and production values.

Also, the Nerdist teamed up with the series creator, Amazon, Legendary Television, and Monte Cook Games to create a free Cypher System setting based on the show.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Turn based cRPG based on tabletop games (predominantly D&D 5E). Has some pretty cool sounding features, including 3D tactical movement, including climbing and flight, as well as lighting impacting visibility, darkvision, different creatures being attracted to light or repelled by it.
Kickstarer launched yesterday.

They have a playable demo out on Steam, which is pretty fun so far.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I had previously set up my AP subscription to end with the final volume of Tyrant's Grasp, and 1st edition. I just got my order confirmation for the subscription however, and it also is including the first AP volume for 2nd edition, Age of Ashes, Hellknight Hill.

Please remove the Hellknight Hill AP volume from my order.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Please cancel them so the last volume of Tyrant's Grasp is my last subscription order.

Thanks!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Fox21 optioned the book series.

No word yet on where the show will air, or even if it will make it into production, but I'd say it's likely with the landscape out there now.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'm running a Shattered Star campaign with three remaining players after someone had to quit due to life events. Looking to recruit a couple more. The PCs are currently 6th level, and in book 2 of the AP.

We play on Thursday nights (generally alternating, but adjusting for schedules) from 7-10 at the my house in Ballard (near the MOD Pizza).

We're hosting a meet-n-greet at Mox Boarding House (formerly Card Kingdom) in Ballard on Thursday 10/18 at 7:30 PM. Look for a guy with a black and red motorcycle helmet.
(Note that this initial meetup is at 7:30 at Mox).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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After our play session last week the group unanimously decided to stop playing PF2 playtest. The biggest issues was that we weren't having fun. I would have pushed through and run more of it, but with none of the players wanting to, it wasn't really an issue. I'm pretty sure if I had insisted that I would have ended the group entirely.

I plan to continue to read the updates, skim the message boards, complete the surveys, and see what the final version of the game looks like in August 2019, but if the final version of the game is substantially close to the playtest, I'm not predicting that my group will want to switch over.

The other group I play with is even less interested in the new version - we played 1 playtest session and everyone agreed that going forward we'd much rather return to our previous PF1 game.

As much as I'd like to have playtested more (despite also not being a fan of what I've seen so far), I'm mostly relieved that I don't have to.

I'm not starting this thread to debate the merits of PF2, since that's covered more than enough in other threads. I did want to share this data point though, and would be curious to hear how many others have had similar experiences. Ideally, one of the surveys will have a few questions around if your group decided to quit playing the playtest, do you prefer PF1 or PF2, and are you expecting to play PF2 once it comes out? While I don't think Paizo will change their plans from these types of questions, I hope it would give them a better sense on how much of the PF1 audience will be moving to PF2, and how large of a print run they should make for PF2 (and not just the Core book which will sell like hotcakes no matter what, but for subsequent products which will better correlate with how many people play PF2 rather than bought the Core book to see what the game looks like.)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

This came up last night in our part 1 playtest - how are you supposed to read the effects on color spray (and probably other spells which use this syntax)

Failure Blinded for 1 round, dazzled for 4 rounds.
Critical Failure Stunned for 1 round, blinded for 4 rounds.

is the target blinded for 1 round and then dazzled for 4 rounds, or stunned for 1 round, and then blinded for 4 rounds?

Or is the target blinded for 1 round, and simultaneously dazzled for 4 rounds, or in other words blinded and dazzled for 1 round, then dazzled for 3 more rounds? (or on a CF, stunned for 1 round and simultaneously blinded for 4 rounds, or in other words stunned and blinded for 1 round, and then blinded for 3 more rounds)?

We ruled that these effects occurred in order, since it didn't make sense for someone to be both blinded and dazzled at the same time, when blinded overrides dazzled specifically in the condition description.

Either way, the effects aren't clear as written.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

This came up last night in our playtest part 1 in the final battle against Drakus. We got lucky when he critically failed his save against color spray and wound up being blind for 4 rounds. (if he hadn't, I'm pretty sure he'd have TPKed us). I was playing a rogue, and though - great, I'll sneak attack him all 4 round every attack, cause he blind. Nope, that's not true it turns out. The cleric and barbarian both were prone and dying, and the sorcerer stayed out of range as he should have. So it was just me versus the blind Drakus. The other party members kept returning to 1 hp, getting up, grabbing their weapons, and then taking an attack of opportunity or sometimes staying up until his turn, and he was able to hit them despite being blind often enough to drop them again, so there was no flanking possible. I figured, no problem, he's blind, of course I still sneak attack him.....except I couldn't.

Sneak attack reads "You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse."

Since sneak attack only works on flat-footed creatures, not blinded or other conditions, I first checked the blinded description to see if that made the creature flat-footed also.

The blinded condition is "You can’t see. While blinded, you treat all terrain as difficult terrain. All other creatures and objects are unseen to you (see page 303) unless you succeed at a Seek action to sense them. You automatically fail or critically fail (whichever’s worse) Perception checks that are fully dependent on sight, and if vision is your only precise sense, you take a –4 conditional penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled."

Nope, blindness doesn't also make them flat-footed. So then I tried to feint him using deception. While the feint action didn't have the visual trait, it's pretty clearly a visual maneuver, both from the description of "with a misleading flourish" and the fact that it's pretty hard to deceive someone when they can't see you since you're unseen by them. Since blinded creatures are immune to visual effects, the GM (rightly) ruled that I couldn't feint him. The blindness condition also doesn't give any kind of bonus to an attacker - just limits the blinded creatures movements, perception and attacks. So not only couldn't I get the bonus to hit him from him being flat footed, I couldn't do the extra damage.

Seems like the best fix would be to either have sneak attack work on more than just flat footed creatures, like blinded or stunned, or to at least have people who attack a blinded foe gain some offensive bonus versus them.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Sounds like multiple 6-8 episode limited series. They've announced one for Loki and one for Scarlet Witch. No characters who've headlined their own movie, but others who have been supporting characters in other movies.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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General - include rules for improving items which aren’t weapons and armor, i.e. from a lesser to a standard to a greater version.

potent - aside from shoe horning game balance reasons, why can you only have one stat boosting item at a time?

treasure by party and character wealth - these don’t seem to work out together. If you give the treasure indicated on table 11-1, then characters will have more treasure than in table 11-2.

increasing price for special materials as quality goes up - this doesn't make any sense. If 80% silver is enough for an expert weapon to count as silver, then you don’t need 90% pure for a master weapon - it would be just as silver and should have the same effect.

hardness - how is a shield that much thinner than armor? I’d think regular hardness is for stuff like walls, not as thin as armor. Don’t bury the hardness rule for structures in a sentence - include it in the table. It would be better to have the table have the material down the axis, and across the top be thickness - thin, regular, and thick - then the hardness for each in the body of the table.

special materials - the price for light compared to 1+ is really off. 1/10th the weight for a L item should be 1/10 the price for a special material. And the price for bulk 1 should be per bulk, not the same for a 1 bulk item and a 500 bulk item.

Special nonmagical items - these items aren’t at all necessary. The special material rules are fine, but writing up the example items make for the most boring item entry possible. There must be better uses for this page of space.

snares - what does “found snares cannot be collected or sold in their complete form” mean? They have a price, why couldn’t you sell them? What prevents you from “collecting” them - I’m assuming this means you can’t keep them in inventory? Or does it mean you can’t hand them on your wall as part of a collection or capture them in a poke-ball? Looks like you mean you need to disarm them to get their half value in components, as detailed in disabling snares, but this is not at all clear from the line in the first paragraph.

caltrop snare - is this really worth it? You’re spending 17 sp and hoping an enemy enters the square to save the action of putting the caltrops out yourself. If you had time to set up the snare in the first place, why not simply put caltrops out normally ahead of time?

hobbling snare - what if the target is uninjured? Is there no way for them to remove the hobbled then other than waiting? Or can they injure themselves then get healed?

stalker bane snare - how long does this last? How can a victim remove the powder?

striking snare - this does the same damage as lightning, freezing or exploding, but doesn’t have the extra effect of flat footed, persistent damage, or hobbled. Shouldn’t it be cheaper and lower level?

alchemy and resonance - if they’re not magical, resonance shouldn’t be involved, since that’s your ability to use magic items. It is yet another game balance thing which doesn’t make internal sense in the game. Especially when it only applies to bombs and elixirs - if alchemy needed resonance it should for tools and poisons also.

method of exposure - why do all poisons have to have only one trait? Can’t you have both ingested and injury, etc?

acid flask - 1d4 persistent damage from a level 1 item seems very over powered if there’s not a limit. There should be a duration...otherwise that acid could eat through a 10 foot steel block or more.

General listing question - why do some items have combined listings for standard, greater and true like antidote but others have separate listings for lesser, greater, true, etc.? Should stick to consistent format.

bestial mutagen - how come the drawback never increases while all other mutagens have stronger drawbacks as they get more powerful?

poisons - the ones which only do damage are pretty boring. Also, seems like inflicting some damage and conditions is better, but they’re priced less and lower level - compare giant centipede venom, level 1 to black adder venom, level 2.

blightburn resin - this should inflict weakness and/or radiation sickness disease, to tie into being related to blightburn, not just hp damage.

bomber’s eye elixir - for removing only a -1 penalty which happens sometimes only (screening), this seems like it could be a level 1 item, and even then would rarely see use.

cat’s eye elixir - should be named for the effect better - like echolocation, or blindsense - cat’s eye suggests low light vision.

elixir of rejuvenation (and p. 367 philosopher’s stone) - these should have a price - since while you can’t craft them normally, you can sell them.

hemlock - this shouldn’t be level 17 - hemlock is naturally occurring and can be used to poison someone without special preparation. Make hemlock low level, and use another name for a level 17 ingested poison. I'm pretty sure the Athenians who poisoned Socrates weren't 17th level. It was a standard method of execution.

infiltrator’s elixir - don’t make it at GM’s discretion - just say it’s the rule that it works for another creature of your type if you’re not humanoid.

quicksilver mutagen - shouldn’t this also apply to attacks with finesse weapons in melee?

thunderstone - how far away is the sound able to be heard?

runes - does the example need to be a +1 expert longsword, since you need it to be expert before it can have a potency rune?

transferring runes - this is another gamist conceit - permanent magic items should be permanent. If you don’t like them, sell them and buy what you like.

weapon potency runes - why do they increase accuracy, when item quality already does that? Seems redundant.

potency runes - requiring the previous + bonus is needlessly complicated. To create a +5 weapon requires 5 separate craft checks. Just allow for doing it all as one process.

armor potency runes - having different prices for heavy armor makes no sense and is another weird unrealistic rule that’s needlessly complicated.

corrosive - why does this ignore acid resistance if it’s acid damage? Seems counter to it being acid damage. What’s the point of acid resistance if acid ignores it? Same for flaming, frost, and shock.

dancing - so it can fly action once, then either fly again or strike? Why can’t it just have 2 actions usable to fly or strike? Seems odd - and also makes the whole point of dancing very limited if you only get 1 attack a round out of it. Finally, having it fall to the ground if you fail the flat check is super harsh - would make more sense to fly back to you 40 feet and end if your hand if you have a free hand.

glamered - very weak power to require resonance - don’t think anyone will ever use at that expense.

holy - why does this give you vampiric abilities against evil? That seems very much non-holy. What holy person wants to take in the life force of an evil creature in the first place, or any living creature for that matter?

returning - how can you not have a free hand if the weapon returns after the strike is completed - you wouldn’t have a chance to draw another weapon or item - so of course your hand is free.

shifting - this should be a focus action not operate - applying your will to change shape is much cooler than having a play-doh weapon you physically have to manipulate to change shape.

slick - shouldn’t bonus also be to DC to avoid being grabbed?

spell storing - this shouldn’t be an action, either a reaction or a free action. Using it already costs a resonance, and it costs a spell slot, so it can’t really be used too often. It’s weird to hit someone, and then take just as much time as it would to hit them again to target them with a spell. The spell should affect the target while the weapon hits them, not afterwards.

void - why change brilliant energy from a light based effect to a darkness one which does negative energy instead? Lame. Also, if it ignores armor and non-living matter, why would TAC bonuses from armor apply?

vorpal - should add that multi-headed creatures can lose benefits of multiple heads, for things like bite attacks, all around vision, etc.

magic items - these general rules should appear before runes, since many runes use the magic item rules.

activate an item - what’s the logic of the administering person spending resonance rather than the receiving person? At the very least it should be either. If you’re out of resonance, but your dying friend has them to spare, you should easily be able to use theirs for healing them with your potion.

investing items - aside from not liking resonance in the first place, items should have either investment or activation, not both. Also, investing an item should allow for continual use, without turning off 1/day when you do your daily preparations, and then invest an item for 1 minute. This makes many defensive items deadly in dangerous environments - like items that protect you against fire on the plane of fire, or protect against severe cold in the arctic. Also, don’t have the “unless the GM says more than a minute” clause. Just let the rules dictate this - either always a minute, or have specific items say they take longer.

activating potions - conflicts with activating items on page 376, which states “which requires the administering character to instead…..and it spends your Resonance points”.

shields - why can’t they have armor runes as well? Doesn’t make a lot of sense.

investing a staff - what does it mean to invest charges in a staff if you already have one invested? How do you expend charges, and from where?

trinkets - why do they have the requirements? It makes sense when it’s a particular feat or ability and the trinket affects how it’s used, but not at all for something like ghost dust. The whole point of the trinket is that it’s magic - you shouldn’t need a certain level of proficiency in the skill, just let the magic work.

affixing a trinket - it’s magic - it should just affix magically, rather than requiring an hour to affix it using the repair an item task.

wand statistics - isn’t it time that the spell cap limit for wands was removed? Why not allow 9th level wands?

wand table - prices are too high - there should be more than a 10% discount for using a wand vs. a scroll. There’s really not enough benefit to a wand without a bigger discount.

aeon stone - change the name back to ioun stone. Most of the name changes due to WOTC IP make sense, but Ioun stone isn’t part of their IP, since it’s from the Jack Vance books.

gold nodule - this seems extremely overpriced - a 10th level item for 875 gp to learn 1 language?

lavender and green ellipsoid and pale lavender ellipsoid - having a flat check after each use make this over priced. It should simply be able to be used for a fixed number of times, or a fixed number of spell levels dispelled.

orange prism - seems over priced now that spells don’t have level dependent effects. Only increasing the level needed to dispel them shouldn’t be that much.

alabaster reliquary - effect for good seems pretty random - you’re critically hit, so you heal yourself (that part is good), and also reduce the frightened condition? How often are you critically hit and are frightened? How about something more generally useful, like a circumstance bonus to AC or saves for a few rounds?

anklets of alacrity - the water walk activation is pretty random for this item. Most characters would want the constant abilities and not care about the water walking. Should be a power which actually makes sense for being fast. Also, why are these anklets rather than boots?

antimagic oil - if it makes you immune to all magic item effects including your own, there shouldn’t be an exception for your armor and weapon - makes no sense.

armbands of athleticism - can these please be bracers? Armbands aren’t a cool type of item. They’re practically wristbands a 70s athlete would wear.

arrow catching shield - hardness is way too low for damage at this level

bag of holding - so it has 1 bulk instead of L bulk like a normal sack - which is from the magic, even though you can’t use it without spending resonance? If the magic of the bag doesn’t work otherwise, it should be L bulk. If it’s broken, items shouldn’t be lost forever - that makes destroying artifacts super easy. Instead, they should be lost in the astral plane like it used to be, so you can recover something important with a quest if you need to. Shouldn’t require resonance to open or close, should be resonance free - or no one will invest their RP in it compared to more useful items.

barding of the zephyr - why aren’t they horseshoes anymore? Why can’t it be used on normal animals? Why can’t the animal wearing it use their RP on it?

barkskin potion - since this just casts a spell (which the blogs said potions wouldn’t do anymore), why can’t there be generic rules for potions like there are for scrolls and wands?

beacon shot - should deal damage if ripped out, and also should allow a Medicine skill check to remove which takes more time.

belt of the five kings - please use prior name belt of dwarvenkind or at least belt of the dwarven kings, to be more generic for any dwarven culture.

bracers of missile deflection - this doesn’t do a lot. It should be usable 1/round, or have some effect since a +2 AC is often going to cause no impact. 10% of the time it makes a crit a normal hit and 10% of the time it makes a hit a miss.

breastplate of command - should have some bonus to actually command troops, as well as provide the bonus to fear continuously, not just 1 per day.

bronze bull pendant - shouldn’t armor trinkets be defensive in nature?

candle of revealing - only lasts 1 minute? Even birthday candles last longer than that!

choker of elocution - this is cheaper than the golden nodule aeon stone, and does more.

collar of inconspicuousness - why only on animal companions and not other animals? Shouldn’t they get to spend resonance instead of the PC?

divine prayer beads - why aren’t these still a strand of prayer beads? What happened to the karma, summons, and wind walking?

doctor’s marvelous medicine - 12th level seems pretty high for getting 3rd level neutralize poison or remove disease, and 18th is high for 6th level versions. At those levels will you ever really be needing to remove effects so low of levels?

doubling rings - clarify that even as two rings, only 1 RP is needed to invest them (or explicitly say they need 2). These seem super under priced - even doubling a +1 potency saves 15 gp. Being able to double up to +5 would save you over 50K gp.

dragon’s breath potion - seems under priced allowing theoretically 120 uses if you had the resonance. Most potions just work once. Also, using 2 actions for a breath weapon seems excessive - not really believable it needs an action to inhale. Sounds like a Clinton joke.

ladder feather token - what’s the bulk of this?

swan boat feather token - specify if it moves on its own, or needs to be crewed to move 60 feet.

tree feather token - what happens if used where there isn’t enough space for it? Does it stop growing to fit, or does it break the ceiling and/or walls?

flame tongue - the flame aura seems weird - is it actually an area on fire, shouldn’t it burn things then? If it’s granting flaming to attacks, it shouldn’t be an actual aura of flame.

markets for magic - don’t be vague - give actual rules for how markets work, with settlement size impacting price limits and availability.

ghost ammunition - since this re-appears, is the price still for a group of 10, or is it for a single piece?

gloves of storing - shouldn’t need to be both invested and cost RP to store an item. It has no constant effect, so just have the activation cost.

hat of disguise - how does it take 1 minute to activate? It’s magic.

horn of blasting - the 2 action activation should include rules for damaging objects and structures in the cone, not just creatures - as this is what the historical versions of this item did. It’s far more boring as just dealing sonic damage to creatures.

horseshoes of speed - animal companion rules (p. 284 under young companions says ACs never get item bonuses other than from barding). So these wouldn’t work on ACs. Since items are for mounts, why shouldn’t they spend resonance on them instead of the PC?

immovable rod - what does 8000 pounds of pressure mean in PF2? How much BULK does this support? Why require a critical DC 30 athletics check? Just make it a DC 40 check.

inexplicable apparatus - this seems like it’s a gold machine - after you earn back it’s high cost in crafting days. It doesn’t do much other than give you gold in the long run.

knapsack of halflingkind - halflingkind is long and awkward. Can you make this a Halfling Haversack to more closely tie it to the handy haversack it replaces? Also, make it clear if you need to spend resonance to open each compartment. You shouldn’t need to invest this item since it has no passive effects, or better yet, not need to spend RP to use bag of holding compartment.

lion’s shield - requiring this to cost a RP is ridiculous. It provides no benefit over simply attacking with your normal weapon.

maestro’s instrument - much preferred the flavor and game/folklore history of pipes of charming

magic armor and magic weapon - we had all the rules for these earlier in the chapter, no need to repeat them here - give us better use of page count.

mattock of the titans - shouldn’t a giant totem barbarian be able to wield without a belt of giant strength? The activation is pretty silly to say it’s non-magical, and that you achieve the earthquake effect in 2 actions by digging furiously, and affecting an area of a 60 foot burst.

mesmerising opal - this should be a weapon trinket since it’s about attacking

messenger’s ring - what if you don’t serve a lord or organization but are instead served by others or just a lone wolf?

necklace of fireballs - so you need to invest it, which does nothing, then spend 2 operate actions to use (2 more RP)? Even if it’s just 1 RP per use, there’s no reason it should be invested.

oil of weightlessness - having 1 or even 2 bulk weighless is pretty pointless. There’s lots of ways to transport stuff, using magic for stuff so light is possibly the least impressive magic item I’ve ever seen. And for 1 hour only it doesn’t even let you transport it long distances (like back to town to sell loot)

ring of the ram - should have the ability to force open doors like older versions did.

ring of wizardry - how does 1st level version work if no more than 2 can be of the same spell level - but it gives you 3 slots, and max level is 1st?

robe of eyes - how can it change to have eyes when worn if it’s not invested? This should only happen if invested I would think.

robe of the archmagi - why even bother with the drawback if you’re the wrong alignment or not an arcane caster when you need to invest it first? Who even puts on magic items without knowing what they are since you have to spend the RP and time to invest them?

runestone - what exactly does this do? Just act like a piece of paper you can put a rune on? Why would you do that ever? Just to carry in your pocket and smile? How does this help you in any way?

salve of antiparalysis - why is the greater version even the same item? How would someone petrified also be paralyzed and need both effects at once? Just make these separate items - and let the anti-petrification one be called stone salve like it used to be.

salve of slipperiness - shouldn’t this also let you use on a surface for a grease like effect? Shouldn’t the bonus also apply to DC to avoid being grabbed in the first place?

slippers of spider climbing - don’t require investing if they have no constant power - only RP to activate.

virtuoso’s instrument - why isn’t this part of the maestro’s instrument description as a greater version? It’s exactly the same thing, but higher level.

wolf’s fang - as an attack item, this really shouldn’t be on armor.

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Lots of this chapter should be in the playing the game chapter instead. Don’t split the rules for topics between PC and GM.

proficiency gated tasks - why include this? You already have proficiency gated skill feats, so tasks should simply require those feats or not. There’s no need for a task to require a proficiency level greater than trained otherwise.

performance and audience - audience levels seem scaled poorly. I’d suggest having 15+ for another plane, and scale down from there. Absolom could have 15th level audiences, the capitals of places like Cheliax in the 12-14th level range, other large cities 9-11, towns 5-8 and villages 1-4, etc.

ordinary task levels - lots of these seem too low. Climbing a tree is fine for level 1, but climbing a cliff is a lot harder, not just 1 higher DC. Similarly, swimming in an ocean is fine for level 1, but stormy would be much harder than level 5, only 4 higher DCs. identifying a monarch is fine for level 0 if it’s a larger kingdom in the region, but different continents or planes should be significantly higher levels, not merely bumping it from high DC to severe. Should have knowing about a crime boss for a city as a task on the list as well. Survival skills should be terrain dependent. Finding fresh water in a forest or plains is level 0, sure, but in a desert or swamp, should be level 3-9.

skill dcs by level - I don’t really get the advantage of this system. Why not have just levels, and have adjustments alter the level by 2-4 depending on the adjustment? This seems needlessly complicated, with a second axis which really doesn’t add any value.

xp awards - please please please don’t re-introduce XP for finding treasure. The treasure is reward enough - give XP for the traps and guards of the treasure which the PCs overcome, but not for the rogue collecting a splendid gemstone!

Environment
precipitation - anything more than a drizzle causes fatigue? I don’t think that’s how rain works. Certainly a storm, but a steady rain wouldn’t.

temperature, below freezing and 95 degrees or hotter is more than mild! Need to rename these to be taken seriously.

Hazards and Traps
triggering a hazard - why wouldn’t PCs get experience for a hazard if they sweep the area afterwards and deal with it then? If it’s worth more XP in an encounter, it should be worth XP alone.

dispelling a magic hazard - why are only SOME magic hazards able to be dispelled with dispel magic? There shouldn’t be exceptions to this - either it’s magic and it can be dispelled or it’s not. Only spell effects which themselves can’t be dispelled should be exceptions.

breaking a hazard - why would destroying a trap trigger it? I can see for some like a pit (which would be odd to try to destroy in the first place), but if you destroy a spear launcher for instance, wouldn’t that prevent it from triggering?

saves - how do most traps have a reflex save? Like the pit - how exactly does it dodge, or even a spear launcher or poisoned dart gallery? I get a trap that’s like an automaton having one, but not immobile traps with just a few moving parts to attack with.

reset - please always include this entry. When reading the spear launcher, it’s not included, so it’s not clear how it could be reset, or if it’s built to auto-reset.

example hazards - please don’t have disable be super specific like the hidden pit DC 12 to remove the door - there should be multiple ways to disable any trap, you could remove the trapdoor as suggested, but you could also jam the mechanism so it won’t open, lay boards over it, etc.

spear launcher - why is stealth dc 19 trained? Is there any character who wouldn’t be at least trained in Perception?

poisoned dart gallery - why would destroying the control panel disable the trap? This seems like it would instead prevent the trap from ever being disabled. How is this trap not also magical, creating an infinite number of darts - continuous barrage even says is creates a dart! Does it have a super fast 3D printer in it?

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Missing a table of common conditional bonuses and penalties in combat such as target prone, attacker on higher ground, target has cover, attacker is invisible, etc.

proficiency for armor and shields - instead of applying the lower one, once you’re trained in shields, shield proficiency should automatically be the same as your best armor proficiency. You shouldn’t get worse at your defense because you pick up a shield you’re trained in.

bonuses and penalties - while PF1 clearly had too many bonus/penalty types and therefore too many could stack, going down to 3 is swinging the pendulum too far. The PF1 beta clearly showed players strongly disliked the idea of limited the number of buffs to 3 at a time, and having 3 bonuses only is effectively doing the same thing by a different methodology. At the very least, there should be a “magic” bonus which stacks with circumstance (like flanking, cover, etc) and conditional (like sickened, moral from bardic inspiration, etc.). The magic bonus should be essentially the enhancement bonus from PF1, rolled together with deflection, sacred/profane, etc. I’d prefer a fourth bonus which is rare and expensive for luck/inspiration bonuses as well.

DC instead of opposed rolls - I like this change, much less swingy. Could use a bit more complex example though, off a few rounds of sneaking and the guard seeking, to show how it’s always the active character making the roll against the DC of the passive character.

touch armor class - at the very least, this needs better explanation on why armor affects this. If a blast of fire or disintegrate spell touches the target, but misses only because of their bonus to TAC from armor, wouldn’t the armor either take damage or they would, since a blast of fire on your armor is still going to burn you pretty bad.

success and critical success - having any success which is a natural 20 always be a crit is problematic. This means for enemies which you need a 20 to hit, every single hit is a crit. If you need a 19-20, then you crit for half of your hits, etc. A better rule would be if you get a nat 20, and that is a hit by 5 higher than the DC, it’s a crit, instead of 10 higher than the DC like normal. Otherwise, it’s only a regular hit.

nat 20s and lower than DC - don’t say “if you lack the proficiency or it’s impossible, you might still fail on a nat 20”. Instead say if you’re untrained in the task or it’s impossible, you DO fail. Don’t be wishy-washy with that the rule is.

critical failure - wouldn’t it make sense that if you’re legendary at something a 1 isn’t automatically a failure if you succeed in the DC?

damage types - each type should be given more detail. For instance, what is chaotic, good, evil, or lawful damage exactly, and what does is damage? Is there a set rule that it only damages creatures of the opposite alignment type? Poison damage and bleed damage should be listed here as well.

Hit points and healing - don’t have separate dying rules for PCs. If PCs can get dying, then all monsters and NPCs should be able to also (except constructs and undead). This makes taking prisoners far more realistic, and also there’s no need to have separate rules for how death works. There’s no need to make this a GM’s discretion thing, just have rules for it, and apply them. The GM can always make exceptions, just like in anything in the game. PCs having hero points is enough of a bonus for them being PCs.

recovery saving throws - don’t force looking up multiple places for the rule. Say that monsters use their level +X instead of look up on a page 40 pages later in the book to find the DC on some other table. That’s also a better proxy to what a PC’s value would be for their class DC. Also, how many actions does this take? Can you make 3 a turn since you have 3 actions? I’m guessing it’s supposed to be 1/turn, and you have no actions, but a) nothing says you have no actions when you’re dying (it says it under unconscious, but that’s not intuitive when you have the dying condition), and b) the recovery saving throw rules don’t say you can only make one such save per turn.

if you’re at 1 hp - make the 1 action you lose allow you stand up at least, otherwise you basically lose 2 actions that turn.

reducing the dying condition - once you’re up you shouldn’t be dying at all anymore. You really shouldn’t be once you get to 1 hp, since there’s no risk of dying at that point.

actions and activities - why is this distinction necessary? Better yet, have actions only be costs - and activities are things which take 1-3 actions.

dependent abilities - this entire section is super hard to comprehend. I get what it is saying, but the actual sentences are opaque.

auras - don’t make the example of an aura in a lead box. That suggests that somehow it being made of lead matters. Just drop the word lead and say an aura in a box.

cones - don’t make orthogonal cones have weird shapes. They should still follow the pattern of 1 square, then 2 squares, then 3, etc.

duplicate effects - while the effect of the duplicate wouldn’t change, why couldn’t you have multiple castings of a spell on so if one is dispelled, the second is still there?

hero points - remove from the rules that you can earn hero points for things like mapping or bringing snacks. That leads to weird expectations, and there’s no need to have player to player bribery to impact the game. This shouldn’t be a factor for the maximum # of hero points awarded per session either. For that matter, tying hero points to sessions is a poor mechanic since so many groups have different session lengths, or sessions which could be all role playing and don’t advance the plot necessarily. Finally, wording of you start each game session with 1 hero point means you can actually lose hero points between sessions. It would be much cleaner if you gain a hero point each time you level, but can have no more than 3.

spending hero points - 3 hero points suggests but doesn’t actually state that you can spend them to gain a reaction. Wording is “to increase your number of actions for the turn by 1.” In addition, does this extra action stack with the quick condition or not? Would be good to have other uses for hero points, such as treating a proficiency as 1 higher level for a round, using a feat you qualify for but don’t have for a round, etc.

describing heroic deeds - 2nd paragraph is very unclear. I don’t know what this is trying to convey, or what it has to do with describing your actions heroically. Does it mean “well, I learned that leaving the wizard unprotected leads to him being almost killed, so now I heroically don’t wade into combat, to act as the wizard’s bodyguard” or “I learned the lesson that it’s bad to do drugs, so I heroically smite the drug lord head of the thieves guild with my greataxe”?

dim light - other than a candle what actually provides dim light? Also, there should be dim light after the range of a bright light source. PF1 doubled that, but that seems high. Having at least dim light in the 5 feet beyond a source of bright light makes a lot more sense, so you don’t walk from the bright light of a torch to the darkness in 5 feet, and so characters can sneak at the periphery of a light source without actually being in bright light (and they use the dim light concealment to hide in.)

tremorsense - should also be called out that it can work in water if both creatures are submerged.

initiative - need a real tie break rule - since there can be cases where PCs oppose each other. It also isn’t fair for NPCs to always win ties. Much easier and more fair to say roll a die and higher roll breaks the tie, or highest bonus to initiative wins, and only if those are tied then roll.

multiple attack penalty - does this apply to spells also? Or only weapon attacks?

aid and assist - why does Aid have flat DCs, but assist has DC set by the target’s AC? Shouldn’t they both be flat DCs, or both be the DC of the check? Also, for assist, why does the PC need to hit the AC of the target? They’re disrupting the enemy, which shouldn’t need to fully penetrate their armor. Hitting their touch AC makes a lot more sense, and also removes the issue of “if I had to hit their AC, why not just attack them myself?”

drop - why bother with the trigger for this? Since you get one at the beginning of your turn, and at the start of your action, you can effectively drop an item in each hand before you act. At that point you can also drop items you pick up or weild with later actions in your turn, with each action, or end of round. Is there a problem with simply having drop be a free action, usable at will? Or is there a secret flaw in the game which would make unlimited dropping unbalanced?

Leap - why does this exist as a separate action? The rules fully cover this under jumping in the skills chapter.

seek - why is there a range limit on this? If you can see and hear further, why can’t you seek, with a range penalty? Oh yeah, there are no range penalties for perception anymore, you should add those back in. Is there any limits on number of retries? Could you Seek all 3 actions of you turn if desired?

Step - nothing in this says you need to use your land speed. But it also doesn’t say you can can use a fly, swim, or burrow speed. It also doesn’t restrict you from stepping while crawling, even though that action indirectly suggests that since you need a speed of 10 feet. Or are you able to step while prone also?

arrest a fall - does this work against feats like Felling Strike which causes a flying target to fall? Looks like, it, but seems an awkward way to have this work, rather than having it be a saving throw against the special attack.

why does fly and burrow have their own action, while climb and swim don’t here? Wouldn’t it be a lot easier if there was an action Move which lets you move your speed using one movement type you have?

fly - so any flying creature can now hover? If you’re flying magically, why do you need to spend an action to hover? That should be only if you’re using wings.

where is the action for changing your grip on a weapon or item? P. 179 under hands strongly implies this is an action, but the action doesn’t appear in the list of actions on this page.

other movement types - why can’t you take the step action with other forms of movement? I’d think it’s just as easy to avoid AOOs while swimming or climbing for example if that’s your normal mode of travel.

fly - does wind strength matter at all anymore? I’d think a hurricane force wind would have a lot more impact than a moderate breeze.

falling - You should add in how long it takes to fall long distances. Specifically, how long do you fall before you get an action, and how long before you get 2 actions. If you fall enough, you should be able to cast fly, for example.

falling on a creature - Reflex DC should increase with the size of the creature falling on you, and the size of the target creature. A smaller creature would have a harder time avoidng a larger creature falling on them, since they have to scramble out of the way further.

inclines - should indicate that inclines less than x degrees count as difficult terrain but don’t require a Climb check.

Size - there isn’t Colossal anymore? I guess since Size doesn’t matter much in this version of the rules, but why not have rules for extra large creatures?

mounted attacks - they count for multiple attack penalty also? Completely reduces any benefit of fighting while mounted. Not at all how mounted combat works either. Especially on a charge. At a minimum this needs feats for real mounted combat.

mounted defenses - should be able to make a leap action from your mount in addition to dismount, as well as fly action.

aerial combat - should mention you can’t trip a flying creature

aquatic combat - add in you can’t be tripped while swimming

exploration tactics - why can’t you do multiple ones at once, like searching and sneaking? For fatiguing ones, shouldn’t you be able to move at a slower speed to not be fatigued?

defending - if doing this isn’t fatiguing then why would be using a cantrip like shield be for essentially the same effect?

detecting magic - why is this not fatiguing if casting a spell is? Detect magic IS a spell. If the spell is less fatiguing than all other cantrips, shouldn’t it take less actions?

social tactics - what do any of these actually do? They should explicitly state what skill you use for initiative, or what other game impacting effects they have. If you are stealing, does that let you make a pickpocket attempt before combat starts, or a social encounter starts? If you’re not carousing, can you not gather information or something? These are infuriatingly vague as to what impact they actually have.

rest - why is it typically 8 hours if you only get fatigued for less than 6 hours. What happens if you rest only 6 or 7 hours? Can you not prepare your abilities? What happens if you’re woken at night while camping? Do you need more time? For that matter, what are the rules for being attacked while camping? If you take a guard shift, how does that impact your hours of rest - and do the rest hours need to be uninterrupted? How do you wake up from sleep if there’s a disturbance?

Downtime - give examples and rules for other downtime activities, like the ones you mention, buying goods (how long does it take, what kind of availability), studying an artifact, researching new spells, etc.

Retraining - give rules for how this works, don’t say, GM decides - be precise on how long it takes, how much it costs, etc.

counteracting - don’t make higher level automatically succeed - if lower level counters can work with a penalty, higher level ones should have to roll but with a bonus. The way it currently is highly favors enemies who are generally the same level or higher than PCs. Why do counteractions work like this based on level so much, when non-magical cures don’t, such as the medicine skill?

bolstered - why does this even exist as written? I get not being affected by the same effect from the same source more than 1/24 hours, but why would anything bolster you against any sources of it? Spells should pretty much never bolster you, only special abilities which are at will or auras, etc. What’s the rationale for casting a limited use spell of ability multiple times not working on the same target?

speed reduction - why can’t you have speed reduced to 0? Seems pretty likely if something literally chains you to an object, wraps your legs up in multiple ropes, etc. Shouldn’t a speed reduction to 0 work, and just give you the immobile condition at that point?

drained - if you rest a full day of downtime, does this reduce 2 instead of 1? This should have clear rules for life force drain being different from blood drain, even if it’s only that life force drain doesn’t heal naturally, or heals 1 per week, or whatever. This actually seems covered by enervated, in which case, what does drained actually refer to when it says “some other life force”?

petrified - is this the only place the rules indicate a character’s bulk? 8 for medium and 4 for small characters? Also, how many dents can a petrified character take before they’re destroyed and die?

prone - how can a flying creature be knocked prone and fall? Should be dependent on the type of effect - an actual trip shouldn’t work, but going prone because you fall asleep should. Should the penalty to attack not apply to crossbows?

slowed - should there be a maximum you can be slowed? Such as no more than your number of actions? So a standard creature can’t ever be slowed more than 3, and a minion can’t be more than 2, or a quick character could be 4.

stages - if you critically fail your save while at the maximum stage, do you suffer that stage’s effects twice? The example in the sidebar clears this up, but the rules text themselves don’t.

multiple exposures - so if you’re on the last round of a poison, and get poisoned by the same type again, it doesn’t affect the maximum duration, and you still only take 1 round more? It doesn’t re-set the maximum duration for the 2nd dose?

should there be actual afflictions in this section? Or at least list where they will be.

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Calistria anathema - if you don’t become too consumed by a need for revenge, how can you also not let a slight go unanswered?

Cayden Cailean anathema - shouldn’t it be be mean or standoffish ever? Or is that okay when you’re sober, but not when you’re drunk?

Norgorber anathema - I get not allowing your secret identity to get out, but why would sharing someone else’s secret freely be off limits? Sounds like something the reaper of reputation would do often.

rovagug edict - destroy all things is a bit much. That means true rovagugites would have no equipment following their edicts, not would their allies (for the short amount of time before they had no allies). They’d also never be able to get treasure, since they’d instead destroy it. This should be re-worded. Anathema also is similarly wrong - not creating anything new precludes alchemist rovagugites, and also prevents plans to destroy which require creating weapons or powerful magic to do so.

Sarenrae anathema - fail to strike down evil doesn’t allow for redeeming evil, which is a major part of sarenrae’s faith.

Urgathoa anathema - never destroying undead means they can’t really fight undead that attack them either because they’re controlled by others or if the undead are free willed and oppose the cleric or worshipper.

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Archetypes aren't even between classes, since not all classes get the same number of class feats, but archetypes require using class feats. Should be a way to be more even handed about this, especially with the multi-class dedications.

wow only 2 regular, 1 prestige and the 4 sample multiclass? That’s very restrictive even for beta to see what they can really do.

Short description of cavalier shouldn’t say “makes you into a mounted knight”. You can do that without the archetype. It instead grants you abilities suited for a mounted knight.

cavalier - this is very bland- basically the animal companion chain plus 2 other choices. Should include order options with additional benefits and anathemas.

multiclass dedications - why require a 16 in the ability score? It’s a secondary choice only - why not let PCs do this with a 12 if desired? They already wouldn’t be as strong at class abilities, but that’s their choice on how to build a character.

fighter dedication - this doesn’t give much to a character that’s already martial themed. Additional training in weapon and armor types probably doesn’t grant anything you actually want beyond what you currently use.

Gray Maiden dedication - prerequisite of member of the Gray Maidens is never explained. If this is going to be a requirement, then the entry requirements of the group need to be included. Can’t have that in a separate campaign book somewhere. Also, how does gaining access to gray maiden armor work? If the armor physically exists, it’s able to be forged by anyone, and put on sale, right? Especially for armor which is better than full plate - why wouldn’t everyone have this?

scars - not a good name for the effect. Being heavily scarred shouldn’t toughen your skin enough to resist slashing damage. I could see resisting pain effects, but not physically hardening your skin like that.

Pirate dedication - this should be a skill feat, and not locked in a archetype. Furthermore, since the power of this feat is equivalent to a skill feat, requiring it to be replace a class feat is completely under powered. Class feats are far better than skill feats, so having archetype powers which are skill focused like this simply isn’t a good design.

heave ho - if the foe fails the acrobatics check, can they be pushed overboard with the 10 feet? Many feats which have this type of movement don’t allow that.

Rope runner - this is also basically a skill feat, not worth a class feat to take

Sea Legs - this doesn’t do what sea legs actually means. A sea legs feat should be similar to rope runner, and also give bonuses to motion sickness type effects. This feat should be clear it’s about swimming (which is actually off flavor for pirates, many pirates couldn’t swim at all).

Boarding action - what are the rules for swinging on a rope? I don’t see those in the core book at all, but if this gives a bonus after doing so, swinging on a rope should be in the core rules (probably as an action under acrobatics).

plunder - this effectively gives a limited use version of the pickpocket feat, only in combat and only if you hit. It takes the same number of actions. To make it actually worth taking, I’d suggest removing the requirement to hit with the Strike. Even if you miss, you can time the steal action to take advantage of the target avoiding your attack.

Rogue dedication - I’m surprised that this doesn’t give finesse striker - or at least unlock a feat which allows you to take that. That’s probably the single most desired rogue ability for others.

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aerial form - the damages listed are way out of proportion with weapons. A Medium bird’s talons dong 1d10? They’re no more than the size of daggers! With heightened versions, do you gain reach? How come at Large size your damage dice don’t increase?

air bubble - why does this get dismissed as soon as you’re able to breath? Limits the already low 1 min duration so you can’t pop into fresh air and return underwater or into poison gas for a second trip.

angelic halo - do you actually manifest a glowing halo? Seems like you should from the name of the spell, and if so, what amount of light does it shed?

antimagic field - should indicate that no ability with the magic, primal, arcane, divine or occult trait works in the field, to cover non-spell things like feats, etc.

arcane countermeasure - when it reduces a spell by a level does that only impact level based stuff like DC and countering it, or does it lower it’s effects from heightening also? So a 5th level magic missile effectively acts as a 3rd level magic missile, since there is no 4th level version?

athletic exploit - this seems to not really be worth it. Instead of using your action to cast this, you could use a full stride action, which even with the movement penalty of armor, would get you more distance moved than the savings from this combined with another stride action. I guess the check penalty is one thing, but the speed part is not doing anything. Maybe if this lasted until the end of your NEXT turn.

augury - how can this be for “anyone” casting the spell for the same action? Even if a completely different group came by 10 minutes later, the first augury from the completely different caster would force them to get an inaccurate “nothing” response? Should be limited to same caster only.

avatar - why would this prevent spellcasting or actions using hands? Looks like that was copy/pasted from animal form spells. Avatars are humanoid.
Abadar - with the crossbow needing reload 1, this form is vastly inferior to the others - should do more damage, or have a special effect, or something.
Desna - starknife deadly for how much? 1d6 like the normal weapon?
Overall, these don’t really seem that great - they give the equivalent of a +5 weapon, which by the time a cleric can cast a 10th level spell they can cast already. Being huge should add significantly to damage.

Bane - having to concentrate for this small an effect is really disappointing. Is it really so powerful it needs to eat an action per round?

Barkskin - another spell which seems really weak. Should have a bonus to AC at least. The resistance doesn’t even apply to most encounters, since having slashing isn’t hard for almost any creature to have - either swords or claws, etc.

black tentacles - why does this take 3 actions instead of 2? Seems oddly balanced to have battlefield control spells cost more. Also, why does this require a Fort save? If it’s a save it should be a Reflex to avoid being grabbed, but even more appropriate since it’s a grapple it should go against Athletics DC to resist. Finally, why does the spell do more damage when you cast it and it grab someone than if someone gets grabbed later in it’s duration? How’s that make sense? Also, why isn’t there a heightened version which does more damage and higher DCs?

blade barrier - again, why does this take 3 actions? The damage on this seems extremely low for a 6th level spell. Compare to cone of cold, which does 11d6 vs. 6d8 for blade barrier.

bless - like bane, this shouldn’t need concentration, a boring flat bonus spells and also restricts the caster from being as fun to play for the duration?

blindness - bolstered against all castings of the same spell is silly. It’s not that weird to be bolstered against the same caster of it, but why couldn’t you just invent alternate blinding spells? Seems like a weird restriction which doesn’t sound realistic.

blink - when you reappear 10 feet away in a random direction, can you appear in a solid object? What about somewhere there’s no line of effect like behind a closed door?

breath of life - does the trigger mean a living creature within range who dies? What does “who would die” mean? Next turn? When they turn 102 years old?

calm emotions - does this temporarily replace the hostile condition with unfriendly?

celestial brand - since this works on non-good creatures, that includes neutral creatures. Would they suffer 2d4 good damage? I thought good damage only affected evil creatures. Or at least did half damage to neutral.

chain lightning - so not only do you have to roll each save one at a time to see if there’s a critical success to end the spell, but why would one creature avoiding the spell stop the lightning from continuing? That doesn’t make a lot of sense.

Charm - shouldn’t there be a heightened version at say 5th for up to 10 humanoids?

Chromatic Wall - For the colors which do damage, should specify it does damage to any creature or object (or are objects immune to this damage and only harmed by the descriptions of what is destroyed?) Should be 2 actions. And should heighten to prismatic wall - no need for 2 separate spells. In between could heighten to add multiple layers and build towards a full prismatic wall.

circle of protection - should be 2 actions

clairaudience and clairvoyance - pretty weird having it create an actual invisible eye and ear. Does that mean they’re living organs? Can they be attacked or destroyed?

cloudkill - shouldn’t be 3 actions, should mention it sinks like older version.

collective transposition - can you teleport creatures to thin air and have them fall, or over the edge of a cliff? How about into water, acid, lava, etc?

contingency - only 24 hours duration and it uses up your reaction rather than a free action? Super less useful - especially if you happened to ever use a reaction for anything else.

continual flame - what do you get for heightening? Just that it’s harder to dispel cause it’s a higher level? Seems overpriced for no additional benefit.

control water - what’s the duration? Is there no way to make it go more than 10 feet? Even with heightening?

counter performance - does this cost 2 reactions? How are you supposed to supply 2 at the same time?

create food - wait, size actually matters for something in the game? How come Small equipment has the same bulk but small characters eat less?

creation - what does something “obviously temporarily conjured” look like? Also, why can’t you heighten this further to make higher quality items out of more exotic materials?

Crusade - what are the levels? Your caster level? The target’s level? Doesn’t say. What about 16th or higher?

dancing lights - so you can move one per concentration action, and if you have 4 never actually move them with you? Also, pretty weak spell for a concentration affect - pretty much only usable as a distraction. Making each shed light as a torch makes this much brighter as it used to be, and better than light for lighting an area. Should be heighteneble - start at candle light, increase to torch light at higher level, and allow moving more than 1 with a concentrate action.

darkened eyes - so there’s no way to affect a creature without low light or darkvision unless the critical save? Should dazzle them on a failure or something. Compared to darkness same level spell this is way worse.

darkness - should be able to heighten to any level to counter lower level light spells. Could also heighten to affect greater darkvision, and increase area. Shouldn’t be 3 actions.

darkvision - should be able to heighten more to increase duration and or number of targets.

alignment aura - spells or effects 10th level should be overwhelming, right?

death knell - how can you target a living creature at 0 hp when NPCs die at 0 and don’t use dying rules? Do you specifically have to use non-lethal damage just to death knell them?

death ward - heighten for longer duration or more targets?

detect alignment - does it mean only divine spellcasters, undead, and outer plane creatures have an alignment if they are under 6th level? Or do no creatures have an alignment aura until 6th, and then only those creatures - other creatures never have an alignment aura? What’s the duration? Just instantaneous?

detect magic - the restrictions on this are silly. Even if you get to 10th level version you still can’t pinpoint the exact aura? For detecting magic on items, it’s trivial to move them one at a time in or out of range to detect which ones are actually magic. Therefore, the restrictions simply don’t make sense.

dimension door - so this can only take the caster, can’t be heightened for more people, and also can’t go somewhere you either can’t see or haven’t been with the 5th level version. Also, for a movement only spell, this seems like it could be 1 action only.

dinosaur form - same issues as other shapechange spells.

disappearance - first, why isn’t this a heightened form of invisibility? Second, why is this 8th level? There should be more concrete rules on what this does in terms of DCs for Seek actions.

discern lies - that seems pretty weak overall - should also do something like have successes count as critical successes, etc.

disjunction - wow this got strongly reduced - to only a single magic item? Seems hardly worth the 9th level spell. Miss the rule about losing spellcasting if you disjoin an artifact, maybe that could be a 10th level heightened form?

dispel magic - there’s no way to dispel an area or more than one effect at a time?

disrupt undead - does this in any way out perform other cantrips? 1d10 to 1 target is pretty inferior to 1d6 to 2 targets from electric arc

divine aura - so you have to concentrate on it or it goes away, but it grows each round you do, up to 110 feet aura at the end? Just make it 10 feet and not need concentration - so it’s not an albatross on the caster.

divine decree - so you choose an alignment of your deity, and damage creatures which match that alignment? Seems backwards. Then it later says creatures which match it take no damage. Sounds like there’s a typo.

divine inspiration - wait, so you use an 8th level spell to give someone else a 6th level slot or lower back? Seems like extremely limited use case. I guess it ineffectually lets you convert your divine spells into spells from an ally with another list, but this overall seems like a spell which shouldn’t exist.

divine vessel - seems like this should be a metamagic feat, not a spell.

divine ward - language should be clarified to indicate you ward partial damage - and it’s not usable only on damage which is under your level times 2 threshold. Had to read three times before I realized it worked that way.

dragon form - same as other shapechange spells. Also, shouldn’t save on breath weapon do double damage on a critical failure?

dream message - should add that target knows it’s a magical message, not just part of their normal dream.

duplicate foe - why is this restricted to foes? Shouldn’t it work on an ally just as well? Also, while this states it doesn’t have magic items except for potency runes, it never says it has non-magical items. It’s strike should have the same special trait abilities its weapons provide. Heightening shouldn’t increase the damage it takes each round - jus increase the hp - otherwise what’s the point of increasing the hp?

earthquake - as written collapse doesn’t actually say what happens with the flat check for buildings - should be clear that if the check succeeds, the building collapses. Damage should also vary by type of structure - a castle collapsing should do 11d6, but a tent shouldn’t.

echoing nightmare - not sure who would cast this with such a high chance of it rebounding

elemental form - same as other shapechaning spells

elemental tempest - shouldn’t this be a metamagic feat

enthrall - does the creatures make a save when they enter the area of when you concentrate, this is conflicting.

fabricate - what does obviously magically conjured mean? Shouldn’t heightened versions exist for more bulk, better quality and materials?

aerie fire - no save at all?

false vision - think the wording on if the scrying spell is higher level is reversed - should be the caster of that spell that makes the Perception check, not you - the caster of false vision.

fire shield - doesn’t have a cold flames version anymore? Why not?

flame barrier - should say resistance applies only against damage you or your ally take from the triggering attack.

flame strike - why does this do less damage than a 5th level fireball which does 10d6?

floating disk - should have heightened effects to increase bulk it can carry, and extend duration. Also to allow it to levitate to follow you.

fly - this should either have 10 min duration or be level 3 or grant a faster speed. Compared to aerieal form it’s just inferior, since it doesn’t grant more than a fly speed.

forced quiet - is it intended that you could use this on an ally or yourself to mask your spellcasting and not be able to be heard doing it more than 10 feet away?

gaseous form - need rules for how wind impacts (or doesn’t) a creature in gaseous form. Should also indicate that target is immune to non-magical attacks (so the physical resistance 8 should only be relevant against spells or magic weapons.)

gate - no longer has any calling type effect? Seems pretty boring as a 10th level spell just as a better plane shift.

gentle repose - the heightened cost of 6gp is pretty trivial by 9th level. Should be either high enough to matter or not bother.

ghost sound - should heighten to allow louder number of creatures along with increased range.

ghostly weapon - should work on magic weapons too - by 5th level they’re pretty necessary, and if it only works on non-magical weapons, it will rarely be useful or used.

ghoulish cravings - seems like the ghoul fever described is actually ghast fever, since ghoul fever is less severe. Should have the same name therefore, ghast fever.

globe of invulnerability - need to alter the description that its edges don’t pass through any creatures of objects - since that means a flat floor would disrupt the spell, since it’s a sphere.

glyph of warding - if limited to number equal to spellcasting ability modifier, then what happens if you die - once dead you don’t have ability modifiers since you’re an object. Do all your glyphs end?

goblin pox - should indicate creatures with the goblin trait and goblin dogs are immune. This allows future types of goblins to also be immune, as well as hobgoblins, bugbears, etc. Why does stage 3 not have slowed 1, seems better than stage 2.

goodberry - should remain a primal spell, it’s too classic to lock into a power. Also, limits its ability to feed creatures by affecting only 1 berry. Revert back to 1 hp and get 4 berries per spell level.

grim tendrils - another 1st level ability to do persistent bleed (autokill most creatures). This should really be more limited at low levels. Plus for necromancy, something like enfeebled makes more sense.

grease - vs. an object should indicate that if you pick up the unattended object, you suffer the consequences as if you failed the save for an attended object. If on something worn, should also grant the bonus to acrobatics checks to escape or squeeze.

guidance - bolstered for a full day is especially harsh. Should at a minimum heighten to shorten the bolstered period.

hallucination - example should be an object that actually exists in the game, since pocket watches don’t. For heightened 8th, should also be able to choose 1 day and 10 creatures. Add heightened 10th to allow unlimited duration AND any number of creatures.

hand of the apprentice - should be proficiency with weapon or spells, whichever is better. A wizard is pretty much always going to have trained or untrained with weapons (and very few trained).

haste - limiting to 1 creature at 3rd level and not even including accelerated seems overkill to reduce this spell in power.

heal animal - why can’t this have a 3 action area version which only affects animals? similar to the regular heal spell.

healer’s blessing - should be a metamagic feat

healing font - cumbersome to be a spell, should just be an ability which says you can use spell points to cast heal, instead of from channel energy.

heroism - should have heightened +1 options to affect more creatures.

hideous laughter - shouldn’t this have a max duration, like most spells which require concentration, like 1 minute?

illusory disguise - should heighten to affect others and more targets.

insect form - same as other shape change spells. Should be vermin form, since some choices aren’t insects.

inspire competence - don’t make it the GM might rule it can’t apply, make it that it DOESN’T apply to those situations, or others by the GM’s choice.

inspire heroics - just set the DC, don’t “GM can pick it”.

invisibility, invisibility sphere - these should be folded together into invisibility. Additional heighten effect should allow multiple targets without limiting to sphere and duration even for single target. Bit of a cop out for the sphere to not work in combat if targets stay together.

invisibility cloak - seems high to be a 4th level power for a 2nd level spell, especially when it’s limited by concentration also.

item facade - how does this affect selling items if the mark doesn’t disbelieve?

light - why limited to 1 bulk or less item? If it game breaking to use on full plate or a statue?

lingering performance - don’t have GM pick what it is, say what it is.

litany against slot and against wrath - looks like wrath is better than sloth, these should be reversed in level.

lock - heightened version cost is pretty trivial, should remove it or make it worth something. Also, should have ability to prevent unlocking without magic at some point like arcane lock.

lorekeepers fortune and loremasters recall - these should just be the same power.

mage hand - should have 3rd level version chose either 1 bulk or 60 foot range and 7th do both.

magic aura - how does this impact selling items to marks?

magic fang - doesn’t work with animal companions since they can’t receive item bonuses.

magic mouth - should have a heightened version to make work 1/day and never be dismissed.

magic weapon - should heighten to add more potency

mariner’s curse - what are the mechanics for curse duration and removal? Don’t see any that says it can’t be dispelled, rather than needing remove curse.

mask of terror - do allies see the illusion? If so then this is almost impossible to use unless you’re alone. In the heightened version to the targets see each under under the illusion?

maze - survival shouldn’t be the only option, Intelligence should be used, like previous versions - and analytic ability to solve a maze.

mending - can you use this on a destroyed item?

message - duration should just be 1 round, much clearer than see below

mindlink - with range of touch this seems limited - should be able to heighten to have range.

miracle - limited to cast any spell is pretty weak for a miracle. Should have effects beyond what spells can do - otherwise it’s just spontaneously casting a spell, which isn’t very miraculous. Should also be able to duplicate effects of rituals, heal any amount of damage to a single creature, heal 100 hp or more to multiple targets, etc.

mirror image - should heighten to add more images, and cool effects like shocking images so if someone hits one with a melee attack they take some electricity damage.

moment of renewal - how is this better than an 8th level heal spell? Seems way too high a level for what it does.

money talks - should be a metamagic feat not a spell

monstrosity form - same issues as other shape change spells - also needs far more choices than 3.

moon frenzy - why does the weakness increase with the heightening?

nature incarnate - same as other shape changing spells

nature’s enmity - there’s no save to either avoid the spell if you’re a target or for animals (especially for companions) to avoid becoming hostile? Seems that there should be some methods to avoid some of the effects.

overwhelming presence - what does this spell actually do? What is paying tribute mean? Wasting an action? Actually giving you their property and treasure? What if you take a form of an enemy god, like Asmodeus to worshipers of Iomedae? Can they flee instead?

paralyze - heightening should scale better - more creatures each level you heighten.

pest form - should remove references to battle form. Should include specific forms, to determine things like speed and movement types, bonuses to skills, or whatever.

phantasmal killer - should be able to heighten into weird rather than 2 separate spells.

phantom pain - what action can you take to assist in stopping persistent mental damage? Throw a blanket over their brain? Taking an action to retch even twice is doable in a single turn - not so much persistent damage really going to be done.

plane shift - should have focus component listed for the tuning fork.

plant form - same as other shape changing spells

polar ray - does it do double on a critical success, and none on a failure?

possession - what can you do while riding along if target succeeds? See and hear what they do? Take any actions at all? On a failure, what happens when you both use actions - is the body quickened 3 so it can take 6 actions in a round?

power word spells - should be based on current hp still, by level means you never can use it on foes of your level effectively.

primal herd - same as other shapechanging spells - also, shouldn’t there be a single person shape change to mammoth before having the 5 person version, and why force mammoth instead of other options?

primal phenomenon - like miracle, this is super limiting and boring. Should include other awesome effects, like a control weather that’s better than the spell can be, growing a forest, creating a permanent spring/river source, etc.

prismatic wall - shouldn’t be 3 actions just cause its battlefield control. Also, should be able to be made UP TO 60 feet, rather than only usable if it can use the full 60 feet.

protection - why is this an uncommon spell? It’s super basic.

protective ward - shouldn’t need concentration for a basic boring +1 to AC to a small aura.

prying eye - is it a real biological eye? If not, call it an invisible sensor or something. If it’s an actual eye, it should be able to be attacked and “killed”, eaten, blinded, etc. Does the eye have special forms of vision the caster has, such as low light vision, darkvision, see invisibility, detect magic, etc.

punishing winds - does it push flying creatures 40 feet down or 20 feet down? Is the 40 supposed to only be when the spell is cast? If so, be clear about that. Shouldn’t require 3 actions and also concentration. One or another is enough. How much falling damage does a flying creature take if it hits a surface? Since it’s 100 feet tall, but only pushes flying creatures 20 or 40 feet, do you add up all of the distance pushed down over multiple rounds, or only the last action worth? Seems likely it wouldn’t do more than 10 hp falling damage ever, or possibly 20. While the control aspect is good, I’d expect an 8th level spell to do some sort of buffetting damage every round to creatures in the area.

pushing gust - since its essential a bull rush, why not use an athletics check or an attack vs athletics DC like a standard bull rush?

raise dead - cost should be static, not level based. Aside from PCs, how do you know someone’s level anyway? Just have this cost what a raise dead should cost 5k or 6k or whatever. The increased price per level as the spell heightens is double bad - the price already rises per level as written, don’t need to increase that rate as the cap rises either. This is a spell which shouldn’t need heightening - unless as you heighten it it increases the hp the target comes back with, shouldn’t have a level cap at all. This makes having high level characters raised nearly impossible if they have to hunt down an 18th level cleric once they’re that level.

read aura - considering that detect magic can tell if an item is magical in 1 round, this should do more, like fully identify the item if you make a check, and essentially replace the identify spell from PF1.

read fate - should give an example at least to guide GMs on picking the word, similar to PF1 example of augury. Like if they’re about to find a troll, the word could be fire, etc.

regenerate - shouldn’t this have a lower level version which gives regeneration 5 or 10?

resilient sphere - this is way too fragile for a force effect - it’s barely harder than steel. Should model more on wall of force at least, and also be heightenable to add more hardness. Based on wall of force, the 4th level version should have hardness 18.

resist energy - should have heightened 10th for resistance 20 (or even immune)

retributive pain - should be clear on a critical failure - can the amount be anything, or is it actually limited to double your normal limit? As written it just says it could exceed 10, so you get hit for 100, it would do 50, rather than 20.

retrocognition - don’t be vague with DCs - say it’s 30, 35, whatever, but pick one. Or give guidance - a single death is 30, multiples add 1 per person, and if it’s extreme like torture add 5.

reverse gravity - should be able to dismiss as an action. Also, shouldn’t be 3 actions just cause it’s battlefield control. Should be able to heighten to increase area size and height.

revival - if it works like raise dead, revived dead creatures come back with no spells or points - which makes this a pretty crappy spell except when bringing back martial characters only. Should have them return with whatever spells or points they had upon death.

righteous might - same as other shapeshifting spells - it could actually make you worse! This should also not prevent you casting spells - you’re in your own form! What size form do you take? Assume Medium which is pretty weak for a 6th level spell, but it doesn’t actually say.

rope trick - why is this 4th level? It’s far from unbalancing, and not easy to hide the rope so it’s not that powerful. Also needs to indicate if the creatures inside can see out.

savor the sting - since it takes only 1 action to reduce sick, the persistent damage isn’t a real factor.

scintillating pattern - should have fascinated effect for 1 round on a success, like the lesser version hypnotic pattern does on a failed save.

scrying - shouldn’t use the term eye, since it’s not actually an eye. How less precise is the image? You can’t teleport there, but can you identify the area with recall knowledge checks or if you’ve been there before? Or do you only see the target and not details about the area at all?

secret page - does this only work on text? What about a map?

see invisibility - there’s no way to heighten to make invisible creatures seen instead of concealed? Seems like that’s not fair in the invisibility arms race.

shape wood - shouldn’t it have the same rules for targets standing on it as shape stone, with the acrobatics check to avoid falling?

shapechange - shouldn’t be limited to polymorph spells you know. Should be useful on its own.

shield - should heighten every level to smooth out increasing hardness. Needs more details on how to shield block magic missiles - does it block one missile? One casting of magic missile? Do they count as separate for damage dealt and blocked? Should be able to heighten to provide a +2 bonus to AC at some point, like a heavy shield (which a PC could use at 1st level, so it can’t be unbalancing).

shield other - should be able to be dismissed with an action as well.

shifting form - should add a climb speed option

shillelagh - should heighten to add more potency

shocking grasp - how can one remove the persistent damage? What actions help remove it?

shrink - does this increase AC, decrease damage, decrease speed? It should.

shrink item - how can it not cause damage if you drop it off a cliff and release the spell?

sigil - what’s the point if 5 minutes of work can remove it? It should not be able to be removed or this is useless. Duration should list 1 week, and the heighten entries should increase that, don’t list the 7th level version as the duration.

silence - why isn’t this usable offensively anymore? The 4th level version is still usable to cast on an ally who camps next to a caster, why not allow caster to be targeted directly?

sleep - how can it not have people drop what they’re holding and go prone? That’s what people do who fall asleep (unless they’re sitting in a chair or something).

solid fog - should have heightened version as greater difficult terrain. Shouldn’t have 3 actions to cast.

soothing ballad - does the same effect apply to all targets or can it differ between them?

spectral hand - it crawls 240 feet in a round (120 and then back)? It’s at least slightly more believable if it flies like it used to.

spell turning - should be a number of spell levels - it’s pretty lame to have your 7th level spell used up against a 1st level spell. Should be 7 spell levels and increase as it heightens.

spellwrack - does this affect spell effects on the target when you cast spellwrack?

spider climb - should include effects like if it needs hands free, and can climb surfaces normally not climbable that are slick or sheer, give bonuses to climb checks, and heighten to allow both more targets and have better “stickiness” needing less hands free or whatever.

spider sting - should tie to a real poison, this isn’t the spider poison from bestiary.

spirit blast - should either do another type of damage, or have the force trait.

spiritual guardian - does it take up space and flank when defending an ally? When defending an ally, does it automatically move with the ally, regardless of the ally’s speed and movement types?

stabilize - range is 30 feet, but spell says with a touch….which is right?

status - should it still tell you if the target become injured?

stinking cloud - should have duration for at least 1 round after leaving the cloud. It’s pretty much a 1 round effect otherwise. Include rules for wind and fire blowing or burning the mist away or not.

stone to flesh - should this work more like dispel magic, to counter petrification effects based on their level? Can it affect a portion of a large piece of stone, like a wall? If so, how much? As written it could affect an entire mountain.

stoneskin - resistance to physical and weakness to adamantine that cancels is a very awkward mechanic to say adamantine ignores the resistance.

storm of vengeance - why does damage only affect creatures and not objects? Can’t you smash castles with this, etc? Why is duration 10 rounds instead of 1 minute like other spells?

summon monster and summon nature’s ally - shouldn’t be 3 actions when you need 1 to concentrate each round. If you can communicate with it, why would the GM determine how much if follows your commands? It should just do it. Animated objects are weird thematically to summon - should be living creatures.

take its course - target is a diseased of poisoned creature - but description only mentions toxins - not diseases.

talking corpse - why renamed from speak with dead? Should be able to heighten to ask more questions.

tanglefoot - does the acrobatics or athletics check cost an action, or is that a saving throw using a skill essentially?

telekinetic projectile - how would a silver, adamantine, etc projectile not count as such just because magic threw it?

teleport - needs to have a way to increase # of targets - for parties of larger size and/or animal companions, familiars, henchmen, rescued prisoners, etc, there should be a way to all teleport together. Also, familiar rules should indicate they count as master for effects like teleport.

tidal surge - shouldn’t this move target more in water than on land?

undetectable alignment - does this include spells which damage based on alignment, or good or evil damage, or does your true alignment still determine that

unfathomable song - for result 5, how can the stupefied 1 be removed? Dispel magic? Does unlimited duration just mean permanent?

unfettered pack - shouldn’t the base version reduce greater difficult terrain to regular difficult terrain?

undead’s bane and 267 unlife’s blessing - shouldn’t these be mirror images of each other instead of one doing level more damage, but the other increasing 2 hp per die?

unseen servant - 1 minute duration and concentration is harsh for a spell which only provide utility. Should last longer, and heighten to a full day, and only require concentration to command, not to sustain the spell.

unusual anatomy - shouldn’t this be morph not polymorph? Your form doesn’t really change.

veil - should be a heightened version of illusory image.

waking nightmare - seems like this is too balanced - 50/50 chance for good or bad, so not really worth casting.

wall of fire - should be able to half the length to make a taller wall. Shouldn’t be 3 actions just because it’s battlefield control.

wall of force - should be able to be half the length to be up to double the height. Shouldn’t be 3 actions just because it’s battlefield control.

wall of ice - should be able to be half the length to be up to double the height. Shouldn’t be 3 actions just because it’s battlefield control.

wall of stone - should be able to be half the length to be up to double the height. Shouldn’t be 3 actions just because it’s battlefield control.

where is wall of iron?

all of thorns - should be able to be half the length to be up to double the height. Shouldn’t be 3 actions just because it’s battlefield control.

wall of wind - should specify massive ranged weapons such as catapults or balistae...Shouldn’t be 3 actions just because it’s battlefield control.

wanderer’s guide - what is the “divinely inspired route”? Should just work for the day, even if you change your destination part way through - since wouldn’t that also be divinely inspired?

watching the watchers - what does this even mean? “Openly visible city guard activity, outside the regular patrols and activities.” I don’t know what it means in general, but for openly visible, does that mean not-stealthy, undercover, or invisible activity, or does it mean in the open and not in a building, or underground?

water walk - add back in the part where it causes targets to rise to the surface - it’s a great escape the underwater fast spell (or it used to be at least)

weapon of judgement - this is over complicated and most enemies will wind up suffering the attacks every round. Why not just let it attack every round on the target and forget the war or peace part?

weapon surge - this also adds another +1 to attack, right? When you re-state what the +1 does for damage, but don’t mention what it does for attack it’s not clear. Either don’t mention the extra die or mention both effects, not only one.

web - clearing the squares on a regular success is harsh - it’s not a large area to begin with, this pretty much kills the spell. Should heighten to increase the damage needed to clear, and to make thicker webs which act as greater difficult terrain as well.

wind walk - up to 5 creatures shouldn’t be the limit, restrictive for some parties. Shold be able to heighten for more at least.

wish - boring and restrictive to limit to spell effects, should have examples of what else it can do.

word of truth - so even creatures who’ve never heard of your deity believe you? What if they’re immune to mental effects or something? Should be better describe to make sense. How does a creature tell the difference between this spell and an illusion of the symbol? Shouldn’t this have mental, enchantment and linguistic traits as well? Not really sure how it’s divination in the first place. If they don’t understand what you say, how does it work?

Rituals

atone - cost should be static, not tied to target’s level - how do you even know the level in-game, or if you cast on an NPC? Why does the spell level need to scale with the target level? Atonement should be binary - you’re not overcoming the power of the creature. At most you should need a higher level version based on the severity of their transgression. Critical failure is extremely harsh - not something I’d expect a good aligned deity to have, based on how unskilled or unlucky a caster gets with their role.

planar ally - needing secondary casters at all for this is limiting, but requiring them to be in the same religion pretty much says over 90% of PCs can’t use this, since it’s rare to have same religion parties. Need to provide examples of what a short and simple task is, especially if the higher cost is for fighting with you. Something like consumable item is worth casting a spell, making skill checks, and transporting you for up to 1 hour, a permanent item the creature will fight for you in up to 3 combats over the course of an hour. 2 permanent items will get their full service for a day, etc.

resurrect - critical failure - give an example of what kind of possession happens, what creature is involved, does it have the stats of a particular monster, etc? Is it effectively the PC but with a CE alignment and under GM control as an NPC? What if the target already is an evil horrible creature or person? Does a celestial possess it and attack the evil casters trying to resurrect it? Make it a flat cost to resurrect, with a higher one for 7th and at 9th.

commune - master requirement limits to bards and clerics, instead of anyone being able to. (another good reason to get rid of signature skills) Should heighten to allow for more questions. Should give information on what a bard or someone using occultism contacts.

commune with nature - same issues as commune, but limited to druids and rangers.

planar binding - limited to bards and wizards or sorcerers due to signature skill. Secondary shouldn’t be limited to the other skill not used by the primary - why can’t a wizard be assisted by other wizards using arcana? Price examples should be more clear, like with planar ally. Is being bound in wards for a day on a CS really that big a deal to an immortal outsider? For a CF, give guidance on what is called - either a specific creature that subverts rituals, or “an outsider opposed in alignment to the primary caster of your level +1”.

primal call - if it’s calling something from up to 100 miles away, and it’s not magical, can it travel 100 miles? Is it actually teleported into the faerie ring, or called from the first world?

legend lore - signature skill is limiting to who can cast. Should heighten to 8th to be able to complete in and hour and 9th in 10 minutes (like vision)

control weather - signature skills limit who can cast. Should alter season’s choices with climate zones - at the very least arctic should allow blizzards more of the year, and tropical should prevent them but allow hurricanes more of the year, etc. On a critical failure, bad weather should center on casters, so they’re hit by lightning, tornadoes, etc.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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heightened spontaneous spells - this is not only limiting to spontaneous casters, but it’s completely counter to them being the flexible, on the fly casters. Fooling around with limited heightened spells just makes for more unnecessary anguish picking which ones.

powers - if you get spell points from multiple sources, you should be able to add them together, not take the highest, or you should be able to keep separate pools of them. Otherwise it’s like cheating the character out of an honestly earned ability, and limiting the whole reason for getting them in the first place.

Summoned - why would being summoned reduce its actions? This feels like a rule for the sake of balance that simply doesn’t make sense nor fit within established world lore. (I know it's the same as minion rules for animal companions and controlled undead, but those don't make sense either.)

areas, line of effect - don’t refer to an entirely different chapter of the book for these. Present them under spellcasting where they’re used most.

long durations - why would the spell end when you prepare new spells - if it’s not a concentration spell, it should last as long as it lasts.

walls - why can’t they be diagonal? The orientation of the square grid is arbitrary - how does this make sense? What does being adjacent with the previous section of wall have to do with diagonals? A 45 degree angled wall is adjacent with the wall it forms the angle with.

why do arcane spells have so many more than others, and divine have the fewest? Shouldn’t they have roughly equal numbers?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Bulk - the system is needlessly complex and over-abstract. There’s many situations where you want to know something’s weight, not some made up number. System doesn’t have realistic weights either. Full plate is only 4 bulk, but a longsword is 1? Real life weights are 55lbs and 3 lbs. Full plate should be more than 15 times more than a longsword.

Weapons - Why are the combat rules such as critical hits in the equipment chapter? These should be separate so all the combat/running the game rules are together.

Critical hits - auto critting on a 20 means for hard to hit foes, you’re critting anytime you hit it, or if you need a 19-20 to hit, then half of the time. This is really weird of a setup in the rules. I’d much rather a 20 only crit if you hit by some amount, even if not the full 10. Say, if you roll a 20, and hit the AC by 5 or more, then it’s a crit, otherwise just an automatic hit.

fist - this does as much damage as a dagger or staff? Even non-lethal, that seems extreme.

gauntlet - should the price indicate it’s free if part of armor? The free-hand trait indicates that many are built into your armor.

bo staff/staff - why doesn’t a regular staff have parry monk and trip? Even if parry and trip only apply used 2-handed. These are things you can do with a shorter staff that’s not a bo.

Halberd - shouldn’t it be S and versatile P? They’re primarily chopping weapons.

lance - shouldn’t it have a trait called mounted or something and have greater effect or only able to use the charge trait when mounted?

Dogslicer (and horsechopper) - what happened to them being fragile and poorly constructed? Especially if their price is 1 or 9 sp reflecting their shoddy construction.

katana - shouldn’t it have deadly 1d8 and not have versatile (not only to reflect it’s actual differences, but to make it not simply a longsword from exotic lands)

weapon descriptions - there are none. Not only will new players need this, but some of these new weapons need descriptions - what makes a clan dagger versatile B, what on earth is a filcher’s fork, etc?

Weapon groups - somewhere there needs to be a list of weapons by group. Hunting through the weapon chart looking for all monk or agile weapons is a pain.

Charge - the damage bonus seems pretty minimal when the only weapon which has this is a lance. Assuming it’s from horseback it should add a full damage die to represent the force and momentum of the horse. Compare this to forceful which does the same bonus damage on the 2nd attack and double that on the 3rd attack, with no horse powering those at all, just arm based momentum.

Reach - this now lets you attack adjacent and at reach by default? Seems odd considering that PF1 reach actually modeled how these weapons work far more realistically.

Shove - how exactly does this work? I get how you can use a disarm weapon to disarm someone, or a trip weapon to trip someone, but how would you shove someone with a mace or hammer without actually just hitting them with it?

Volley - How does this make any sense? Bows a) shouldn’t be harder to use than thrown weapons or crossbows at short range, nor does it make sense for any weapons. Also, this has absolutely nothing to do with volley as a word. Closer range should be easier to hit with - and a penalty like this should only apply to aware targets, not if you’re invisible, hidden, they’re asleep, etc. Hell why would it apply to objects, like say a target in an archery competition?

bow critical effect - this seems very weak after low levels with a static DC. Shouldn’t the DC vary based on the damage dice (so magic bows hit harder, and their arrows embed in surfaces deeper and are harder to escape from?) Does this mean that if your target is next to an adamantine wall your arrow crit from a level 1 archer still sticks in the surface? Seems this effect is way more complicated to adjudicate than intended if it’s supposed to be remotely realistic. I’d suggest instead that the arrow embeds in the creature, and sticks out, giving them some penalty since it’s in their way (maybe entangled?)

club critical effect - what happens if the target hits a surface? Most feats which have some knockback effect state they take some damage or something - this should indicate what happens, and should be similar.

flail critical effect - instead of being identical to hammer, why not have it let you grapple with the flail?

basic crafter’s book - one book has instructions to make every common formula in the chapter? That must weigh 20 pounds! Lets be more realistic please - and have it hold a maximum of a certain number of formulas - or at least limit if by craft specialty - so a blacksmithing formula book, an alchemy formula book, etc.

crowbar, expert - why does this cost only 5 sp, but also say it’s level 2? If it’s supposed to be more expensive like all of the other expert items, then there should be a regular crowbar as well.

disguise kit - specify how many uses you can have before needing to replenish cosmetics. Don’t leave this yet another vague part of the rules.

fishing tackle - for the expert version which gives a +1 to checks to fish, which checks are those? Fishing lore? Survival? I don’t see anything in the rules about fishing checks other than here.

formula book - this is much better than the basic crafter’s book - as it specifies a limited number of formulas it can hold.

lock - these DCs and # of checks should be under the pick lock action under thievery skill, even if they’re double listed in equipment. Also, why isn’t there a legendary lock?

magnifying glass, expert - why isn’t there a standard magnifying glass?

manacles - shouldn’t having your hands manacled do more than give a 20% failure chance for manipulate actions? It should prevent using 2 handed objects and weapons, and should also be more restrictive if hands are behind your back. Also, why are the pick lock DCs 2 higher than a lock of the same quality? Why wouldn’t you simply use manacle locks on doors, chests, etc.?

oil - can there be rules for pouring on a surface, either to make someone slip and fall or to light and make a flaming area which can burn creatures in it? (cause you know players will do this).

Adventuring Gear table for religious symbols - can you add a price for an iron one - I’d think Torag and Gorum worshipers would appreciate those more than wood or silver.

rope - no description provided. I would like rules for how much they can hold/support, DC to break, etc.

writing set - be specific on replacement ink and paper, not “a large amount”

spellcasting services - Can we round the prices for 1st and 2nd level to 25 and 70? Not sure what the extra value 2 sp is giving to the game, but it makes the math more annoying.

formulas table - can the 2nd level formula price round also to 20?

services - transportation - shouldn’t a carriage be more expensive than a caravan that moves slowly, while a carriage can go exactly where you want, plus a lot faster?

hireling - shouldn’t unskilled have at least a +2 - they’ve got to have at least a +1 from ability scores, and be trained in at least one relevant skill to general labor, such as Laborer lore.

barding - why are we calling it just light and heavy barding? How about leather and plate barding at least? Otherwise you wind up saying "and the warhorse is in heavy barding."
"oh, what's it look like?"
"um...heavy?"
And why does barding suck compared to regular armor? +2 AC bonus is in the realm of studded leather armor - heavy armor should be on par with PC heavy armor at a minimum of +5 AC. Finally, why CAN’T you enchant barding like any other armor? If you want to spend the money on your horse, the magic should work the same. Mounts are already super fragile in PF, why is PF2 trying to make them even MORE fragile?

Improving quality - how exactly do you do that? Isn’t re-forging something or re-making it into better quality just making a new one from scratch?

bulk for different sizes - shouldn’t be the same for Small and Medium creatures. There’s a point for those size categories being different, and this is one of them. If you’re not going to include differences just eliminate the different categories.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Battle medic - Since this is a manipulate action, do you need a hand free? Do you need healer’s tools? If so, do you need them in hand, and or need to spend an action to get them out? Since there’s scaling for every proficiency level but one, shouldn’t there be an increase when you’re an expert in medicine? If so, maybe scaling down the die to 1d8, so at legendary gets 5d8 which is similar average to 4d10? Is it correct that the target is bolstered against your use of Battle medic only? So if you had 20 NPC healers trained in Medicine, they each could use it on every PC every day? Would it make more sense to allow a character to be healed no more than X dice, or half of their maximum hp a day with this feat?

Bonded Animal - should indicate you can’t bond with an animal which is someone else’s bonded animal. Also, should expand which animals it won’t work not - even an animal which isn’t a companion, familiar or other special animal shouldn’t be able to be bonded with if it’s someone’s pet. If someone has a pet dog for 6 years, some stranger can’t just hang out with it for 7 days and make it their bonded animal.

Close Match - where are the rules for modifiers for gender, age, or ancestry to impersonate actions using Deception? They aren’t in the skill description.

Connections - what exactly does this feat do? Does it mean that if you don’t have the feat, you couldn’t use social skills to arrange a meeting with an important political figure, or get a favor? Seems like normal uses of the Request Diplomacy action. If Connections is different, it needs to be more clear on what advantage it grants - such as a bonus to rolls for these actions.

Courtly Graces - similar to Connections, what does this feat really do? It seems to explain things you can already do with the Recall Knowledge action for Society.

Cultural Familiarity - Why is this limited to Core book ancestries? Should be worded to work with future ancestries also. Doesn’t need the last sentence that the GM might allow other then.

Lengthy Diversion - provide concrete durations, not “whatever the GM feels like, minimum 1 round”.

Natural Medicine - Does this stack with battle medic? While you can use this to heal a particular creature only once per day, can that creature receive the benefit from an infinite number of natural medics? Please remove the bonus in the wilderness “subject to the GM’s determination”, either have it or don’t. Or provide guidance for when it wouldn’t apply, other than whatever the GM comes up with.

Planar survival - change this to be a bonus to checks on other planes - which presumably would have higher DCs. As written it should be either legendary or not possible at all. You can’t eat negative energy.

Rapid Mantel - do you still need to make an athletics check to pull yourself up, and just not use an action, or is it automatic?

Recognize Spell - Why is this a feat and not part of the basic skills? Also, why a reaction and not a free action? It seems to be odd when the 1st level sorcerer feat Counterspell is triggered by someone casting a spell you have in your repertoire. How would you know if they did without the Recognize Spell feat? Since Counterspell is ALSO a reaction, you’d never really be able to use it, since you’ve already spent your reaction to recognize the spell.

Scare to Death - can you do this in combat? Seems like you would do it every combat, to every target before taking other actions, and it would be super powerful.

Spell Thievery - can you steal the magical writing for an entire spellbook at once? I’m guessing this is supposed to affect only 1 spell per use, but it doesn’t say that. Also, can you steal non-magical writing this way? If not, then do you need to have training in the right skill to know the writing in question is magic? The feat doesn’t explicitly state that a spell stolen in this way can be used as normal - i.e. as a spellbook or a scroll, etc. Can you use it on a symbol, glyph, rune, etc which is a spell effect or magical trap?

Streetwise - how much higher is the DC? Significantly is vague.

Terrain Stalker - reeds doesn’t seem to be used anywhere else in the book. Guessing this should be bog, based on p. 340.

Train Animal - what does this do exactly? Says to pick an action from Command an Animal, but on that page, it says most animals already know the actions listed. Is Train Animal supposed to let you train it to do an action not listed? Or if you train an animal, does it make it better at doing the action? Maybe not needing an action to command to do the trick? Also way too much vague language - don’t say GM picks the time, tell me how much time it takes for different things. Don’t say expert, master, or legendary MIGHT allow you to train more exotic creatures - tell me what those DO allow.

Underwater Marauder - a simple level 1 feat lets you use clubs underwater? Maybe for a legendary skill feat, but physics just don’t work that way.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

General - much less useful to not have more DCs embedded in skill descriptions. Reading that the GM will set the DCs isn’t helpful. I want to be able to know the DC to recall knowledge, climb things, pick different lock qualities, etc.

Balance - for a failure, when do you fall vs. when do you stay stationary and waste your turn?

Squeeze - 5 or even 10 feet of squeezing taking a minute seems excessively long. Even untrained people can move faster than this in tight spaces.

Arcana - description says you can use it to know about alchemy and theories about alchemy, however, the skill use of identify alchemy is under craft. Shouldn’t identify alchemy also be possible using arcane?

Identifying or learning a spell table - Price in table should indicate it’s for learning spells only. First read suggests it may be a price to pay for things to be identified by an NPC.

Read Magic - so now magic needs both reading the magic part and reading the language it’s in? And now this doesn’t require magic to decipher at all? So a non spellcaster trained in arcana can read magic? That makes it seem like it’s not actually magic. Perhaps decipher magical spell or text is a better name?

Grapple - how do you maintain a grapple? The way the skill use is written is that you grab a creature - but if you’re already grabbing them you surely can’t grab them again. Do you have to free action let them go and grab them again? Can you use the grapple action to maintain a grapple rather than only initiate one? Is there any difference in the DC if you’re maintaining?

Climb and Swim - shouldn’t there be a bonus to distance moved based on speed that doesn’t cap out? What if your speed is 80 or 100?

Disarm - Why is disarm a function of athletics and not acrobatics? Disarming someone is a finesse and skill based move, not a brute strength move like shoving or grappling. This also makes all combat maneuvers under a single skill. You can only actually disarm on a critical success? That seems exceedingly challenging. Why is it so much harder to disarm than to trip or grapple?

Crafting - so if you know how to make a wooden ladder, you’re equally as good as making a sword, a castle, a ship, and a tapestry? Please return to having crafting of specific types. The complete in 4 days if you pay the full amount needs to go away or be heavily modified. Items of exacting artistry, complexity, or cost shouldn’t be able to be made in 4 days period, whether they’re a suit of plate mail (which often took master craftsmen months or over a year to create in real life), a ship (which would take months or longer from a team of craftsmen) or a castle or cathedral, which could take (years or decades).

Create a diversion - shouldn’t you be able to use this to create a diversion for someone else, not only for yourself? Can you do this to provide a penalty to creature’s Perception for other activities, like if you or your ally tries stealing from them?

Make an impression - attitudes should be all listed here , rather than in the conditions section of the book 200 pages later, and mixed alphabetically with all other conditions.

Treat disease and treat poison - can you or other doctors re-try this infinitely (or twice for disease) if you keep failing or critically failing?

Nature - seems odd that you can be trained in it and good with animals and plants and that gives you knowledge of all magic items.

Command an animal - so you have to spend an action for every single action an animal does? Seems that once you get an animal doing something, you shouldn’t need to repeat this - once your attack dog attacks, you shouldn’t need to keep telling it to attack - it will do that on it’s own.

Perform - Not a fan of the skill applying to all performance types. Also, should have more concrete effects for success and critical success - like +2 on make an impression, etc.

Stage a performance - this is the same as practice a trade, why repeat all those rules?

Performance example - so Lem finds the chance to perform in a celestial realm? How does he get there? This seems extreme for a downtime earning cash activities. If it isn’t, then can you stage a performance for a free plane shift?

Recall knowledge - be more descriptive on what “creatures with divine significance” means. Does this still include undead? If so, say it.

Subsist on the streets and Survive in the wild - how long does this take? The entire day? Seems that would be too much and you'd never be able to get anything done.

Conceal an object - not clear on why/when you make the roll or the observer does. Why does them seeking reduce your outcome to your average DC like you rolled a 10? Opposed roles make much more sense.

Hide and Sneak - Is it correct that you need 2 actions to become unseen? First you need to hide to become sensed, and then you need to sneak to become unseen? Also, if someone is blind or you’re invisible, an auto-20 seems weird, can’t they hear you? I’d think a large circumstance bonus like +10 makes more sense, since you could trip with a roll of a 1 and make a lot of noise, or you could stay super sneaky and roll a 20 for an effective 30. How does it work if you attack from sneaking and you’re unseen? Rules say that as soon as you do anything other than Hide or Sneak you become seen - which would make your target not flat footed and you have no advantage. Should this happen only after you complete the action? Not super clear on the language.

Conceal an object vs. palm an object? Are these identical but different skills? If not, what’s the difference? Do you first palm the object, then conceal it? How long does palming it last?

Thievery - if perform lets you work a profession, then thievery should be able to also by committing crimes. Underworld lore really doesn’t cut it if you can’t pick a background with his lore (such as campaign specific ones which don’t fit your concept.)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

they should indicate when they’re magic or not, so that you know which are impacted by anti-magic, or bonuses which affect magic - example: Cloud Step feat from rogues. This shouldn’t work in anti-magic.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

this doesn’t require righteous ally (shield)? It seems odd a Paladin could do this without somehow infusing their shield with holy power somehow.

Also, the flavor text doesn’t match the effect. Making square around you difficult terrain doesn’t prevent enemies from stepping away from you. Unless you mean Stepping the specific action.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

For your allies, is this only the first strike on a creature per round from each ally, or once per round per target no matter how many allies strike it. If the later, if you hit the creature, your allies never get to get a benefit against it that round, correct?

Either way, it seems extremely weak for a 12th level feat to add +1 damage a round (or even +1 damage per ally who hits in a round).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

First of all, can these names be changed? They're pretty bland, and don't give a sense of what the damage actually IS. What about unholy and holy, or sacred and profane?

Second, they're used inconsistently. Sometimes, they just apply that damage type. Other times, they only damage creatures of the opposite alignment type. They should be much more clearly defined and consistent.

Finally, when those damage types are persistent, there needs to be clarity of what kind of actions can help with removing the persistent damage, since putting water on the wounds like for persistent fire damage isn't likely to help. (unless it's holy water?)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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What actions can aid in recovery from the persistent negative damage? Pouring holy water on them? Applying magical healing?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

It shouldn’t use the sleep condition, since it should work on creatures immune to sleep (like elves with unwavering mien). Also, why on Golarion wouldn’t it make a creature fall prone and drop what it’s holding? I’m happy to demonstrate how a sleeper hold or strangulation does exactly those things, and I’m far from a 10th level monk.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Resistance 2 to all damage? Makes sense for physical attacks, but for acid, fire or force? Not so much.

Also, is there any requirement to be on the ground? Can you do this while flying or swimming? Do you have to keep planted and not move?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

These should be the same ability, increasing reflex saving throws. Break out the increases to Perceptions rogues get as part of evasion, since that doesn't have much to do with evading things. Having the same ability for the same effect makes the game easier to learn, and to remember what does what, without having multiple close variants do almost the same thing. It also makes future classes all able to have evasion, without needing to either roll in Perception increases, or to create a 3rd type - i.e. Swashbuckler's Evasion, since clearly Monk's Evasion wouldn't work for a Swashbuckler.