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I had a session today and my players purchased two pack animals. Lester they were attacked by a hungry river drake and I couldn't find their stats. It was mid session so I just used the stats for a riding pony. Do they have actual stats for donkey or mules in the beastiary or Core rules? I still can't find them.

By the end of the session the drake was well fed and the party had one less mule!


My one concern with browsing through the new bestiary is that there is no info for the types of villians / NPCs that are class based? I am going to be starting my first session this weekend and I was hoping to have a few of these essentials as the party is starting in a town (Riddleport) and I am sure they will face a few local thugs...

Or did I miss something?

I was thinking of just finding a similar creature and then re-imagining it as the town thug or bar bouncer?

I know I can just use the PC rules, but I have a feeling that is a little overpowered, especially for the NPC's I am looking for.

I only have the core rules and the bestiary. I didn't purchase any of the starting adventures as I like to make up my own stuff.

Is there an online source (PFS - which I know little about) or website with a few PF2 essential creatures like this?


Joe Average is a human hero who distributes his stats as evenly as possible. I think it works out to:

14 / 14 / 14 / 14 / 12 / 12

I think an alchemist jack of all trades character could work. Or some sort of buffing caster (bard or war cleric).

If you wanted to melee, i would take a fighter but he would be a sad fighter compared to all the other characters.

Actually a skill monkey Rogue might be perfect. Get all the skills and be decent at everything!

I havn't read the book in detail, what abilities might such a character make the most out of?


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It has been mostly silent with just a few developer posts here and there. The last blog was Nov 19 (Thanks). I think the developers are back from Thanksgiving and are hopefully rested up.

Has there been an update anywhere else? I only lurk in the forums. Maybe I missed something?

I am not looking for anything specific, even some general feedback.

Just a curious adventurer....


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I would like to suggest that in some areas, that PF2 follows the KISS principle. For those who do not know, KISS is an acronym for Keep It Simple, Stupid. Basically, most systems work best if kept simple rather than being made complicated.

I see two main areas that could be improved, by KISS

Initiative. The Exploration mode and using different skills and confusion about surprise or not is just so confusing. Turn initiative back to the way it was (dex roll), or another simple version (i.e. a perception roll). Hell make it an INT check just to make intelligence worthwhile. Just make it always simple and always the same.

Death and Dying Rolls. Wow, this system is complicated. I see no reason why it can't be an unmodified roll instead of the current scaling DC determined by threat level. There is already precedent for unmodified checks (cover, persistent damage). Something easy to remember and consistent. Say DC 15 modified by CON, or even DC 10 like 5 edition.

I am sure there are others that people may think of. Simpler systems, do not always mean a less complex game. Any suggestions for simplifying PF2?


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I have a lot of concerns about the new critical success mechanic for the following reasons:

1) Every +1 matter as it effects success and critical success. This pushes every character to maximize his bonus through magic and other means, limiting magic item diversity. Every fighter will need the next potency ruin, armor bonus and stat bonus as soon as they can. Magic item reliance is even more important and fun, flavorable magic items lose out. Also, this means every character that focuses on attack rolls or DC's should have an 18 in their primary start. Again, a lack of diversity.

2) This mechanic limits the application of bonuses. This has to be very carefully moderated by the developers for if one feat or spells gives a bit too much, then the game can be broken wide open. No more weapon focus feats or the ilk. All the fighter feats remove penalties to hit, not give bonuses or screw up the action economy (incredible aim takes two actions for +2 to hit, I am sure the math would be better to attack twice instead - note I know it has other effects like removing penalties).

3) Most concerning to me is critical effects on the PCs. Monsters have high to hits, causing criticals more often. Especially if you fight higher level monsters. Even the lowly goblin warrior (Creature level 0) gets a +6 to hit, more than any 1st level character except the fighter. Goblins may be the new Orc (remember the great axe orcs of 3rd edition). Goblins with short bows and 3 attacks are nasty (short bow has deadly 1d10 trait). Obviously the second and third attack will only crit on a 20, so that part is more of a concern about the new action economy.

4) It makes every spell with a save more complicated. While the new 4 degrees of success enables the designer more knobs to fine tune spells, it does mean spells are not easy to remember and will have to be looked up all the time. Fireball, reflex save or half damage. Now it 4 possibilities and these won't all me simple damage modifiers. Some spells place different riders/effects depending on the save. This will slow play down.

Hopefully the playtest will show I am wrong, but I am concerned. Have others seen these effects in action?


The most common fighting styles in the various versions of D&D are:

Two Handed
One Handed + Shield
Two Weapon Fighting
One handed weapon + Free Hand (mostly for casters that needed a free hand for S + M compenents
Unarmed
Ranged - almost always bow
Finesse - a variant relying on DX to attack with finesse style weapons, usually TWF or One handed + free hand

These are really broad and I could be missing some (maneuvers) etc. The playtest rules seems to have these styles of fighting gated to the martial classes (especially in regards to any specialization). Some martial classes have access to many different styles, some to only a few. So my question is as follows:

Is this the design intent or is this due to space constraints?

I have seen it mentioned a few times that space was an issue and there was desire to test specific things.

If this is the desire, to limit fighting styles to certain classes, my feedback is to broaden this. I do not need every martial class to be viable at every style, but I do think each martial class should have 3 viable styles. The fighter should have the most.

Take the monk, he has one style, unarmed. I believe he should at least have the basics for other styles, why give him no proficiency in monk weapons?

The ranger has two styles (TWF and ranged - oddly focused on crossbows). He needs more options, and I do not consider snares an option!

I like idea of the Barbarian only knowing general combat and relying on his Rage power, but he should have access to shields.

The rogue should be able to do more than finesse. A str build should at least be an option. A thug style of character.

I could go on, but i think I made my concern. Give the fighter the most combat styles, give the other martials a few combat styles.

One last point. I do like how casters get no specialization (for the most part). This i agree with. They already get a high BAB with the new system and spells. They should multiclass if they want to get a specialized combat style.


If vikings were the inspiration for the shield blocking / damaging rules, shouldn't Barbarians be proficient with shields? Or all vikings fighters? I view them as Barbarians. Lightly armored berserkers / raiders / sailors.

I had a halforc Barbarian with a shield and it will be sadly missed!


Hi

Not sure the exact forum to post regarding making a character and the character sheet,but here goes. I just made my first character, an elf alchemist of 1 level. It took a bit of time as the alchemist is not the easiest to grok (2 hours going through everything). On to the feedback:

Character sheet

Very little space for equipment. All that is there is half a column. Lots of people like scouring through the general equipment and buying lots of little things.

A space for other stuff like where do I list low light vision? I used the bonus feat section. Maybe vision should have a small box somewhere? There is a small notes section but it is on the spells page which half the classes do not want.

The Armor class section doesn’t really have a place to add your armour. Weapons have a lot of details but Armor does not. I put the Armor bonus under item for now.

Where do you list miscellaneous actions? Things like quick alchemy?

The TEML thing is a bit of an eyesore. Maybe a box that just lists training?

Starting money feedback

I don’t think that 150 sps is enough. My alchemist could not afford thieves tools or a medicine kit despite being trained in these. I had to spend 60sp, 40% of my starting cash on an alchemy kit just so I can use my core class abilities. Seems a bit harsh. In the end all I could afford was:

Studded leather
Short bow & 20 arrows (backup for when I run out of bombs plus I like to use my elf weapon training)
Dagger
Rapier - if I am desperate
Alchemy tools
Backpack
And i have 10 sps left


Hi All

Just looking to make sure I understand the new alchemist properly. It seems to be a combination of a prepared and a spontaneous caster with the Advanced alchemy being the prepared part and the quick alchemy being the spontaneous part.

So, to use an example, assume a 1st level alchemist with 18 INT and the Sample formula book on page 51. This should give me 5 resonance. I can do the following?

1) Use Advanced Alchemy during the daily prep step to use 3 resonance points to make 3 half batches of alchemy items that exist for 1 day (due to infused) which is typically 2 of each item per resonance.

so I could "prepare" 2 minor elixers of life, 2 alchemist fire bombs, and 2 acid flasks?

2) then I would have 2 resonance left to make items on the spot, the penalty being I only make one item and i have to use the item immediately?

3) I could also exceed my resonance for quick alchemy if I make the appropriate check(s)?

So this character would start the day with 2 healing potions, 4 bombs, and 2 flex spots?

I think i have this right, but it took me the last hour to go back and forth within the book.

Seems like an interesting class! Did the Alchemist in PF1 have limits for bombs? I can't remember, i played it a long time ago.


I think all the class blogs are out. So which class are you the most concerned about and which the least?

I am most concerned about the poor Fighter. I still worry he can't do anything but chop and hack and slash.

I am least concerned about the rogue. I think the new skill system and the fact the Rogue is the skill master, can be a pretty awesome class.

Who knows if I am right?


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Full casters (Bard, Cleric, Druid, Sorcerer, Wizard) get 1 or two new spell casting slots each level as well as a selection of new spells to go with those spell slots. Spells have historically been very powerful especially at higher levels. We have also been shown that full casters have a lot of other abilities (see the druid and bard blogs for instance).

What isn't clear to me is what non casters get. They have lost their advantage in regards to BAB and multiple attacks. So what do they get beside more hitpoints? I believe even saves have been evened out now.

More skills? In some cases this is true (rogue and Ranger) but we still have a full caster (Bard) that has almost as many. I think this could be a good option. I think non casters should all have 6+ skills vs casters having 2 or 4 per level (not sure what the new default is now for trained). Maybe only martials should get access to legendary skill abilities to make them different from casters?

More feats? It seems full casters still get lots of feats. Do non casters get a bonus feat each time a caster reaches a new spell level?

Class abilities? These are great, but seem to be more limited than before. Classes are not as front loaded. Based on the Multiclassing blog it does seem like some things are unique to classes (i.e. DX to damage is rogue only). I hope this happens more. I think classes should get unique stuff that can't be borrowed via multiclassing.

Spell like powers. Some non casters get these. The Paladin, maybe the ranger. The alchemist has a whole system to himself which is cool (alchemy).

I Guess I am still concerned about non casters vs. casters. What are your thoughts. How will a fighter or rogue compare vs. druids and wizards in PF 2E


Hi All

I am looking to start a new campaign in Golarion where the PC's can be of pretty much any humanoid race. I am not that familar with Golarian so I am looking for advice. I want it to be in an area that would be:

1) moderatly accepting of almost any humanoid race. I want to let the PC's be orcs, damphir, whatever but I don't want it to be in an area that would require a lot of explanations.

2) in the Inner sea region.

3) is supported by some further book (i.e. region book, not sure what they are called) aside from the Inner sea world guide (I have that book). Please list the supplement so i can look it up.

4) I am not interested in an adventure path as this will be E6 and I like making up my own adventures. I am just looking for some assistance with background (i.e. fluff of area, major sites, towns, etc.).

I do not mind if it is a city type of area or wilderness type. The campaign will be an E6 campaign,so more of a low level area, but I can always change that.

Please help with your suggestions.

Regards


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Hi All

I am looking to help a friend in making a trident and net fighter. It is so confusing. It will be for a PF E6 character that is playing with a greek theme.

Before I even started, we are confused about the net in general. Is the net a one handed or two handed weapon? And where does it say this? I can find nothing aside from a note in UC under the Net and trident feat.

Overall, It seems I would need the following feats:

Exotic Weapon Prof Net (gives me proficient use of net)

Net Adept (lets me use the net as a one handed reach weapon instead of throwing, like a whip)

Two Weapon fighting (need if I want to get Net and trident feat and is core to the theme)

Net and Trident Feat (okay, here is the problem. The trident is and net are both one handed weapons, so TWF would be at -4/-4. Is this correct? If so, this sucks. You would think for this amount of feats and for a niche build it should be -2/-2?

Net Maeuvering and Net Trickery give maneuvering options.

So how does this work? Assume I am 6th level with the feats above and with a bonus to hit of +10 with both the net and trident just to make this simple.

Is it:

+10 / +5 if I choose to attack with one weapon (net or trident)
+6/+6/+1 or +8/+8/+3 if I TWF? The primary weapon should be the trident so I can get my second attack on an entangled opponent (hopefully). Or can I go Net --> Trident --> trident?

Also, once you hit with the net, can you keep attacking with it? I suppose you can't and thus I should not take improved TWF?

What other feats are recommended. I suppose Combat Expertise and some of the improved maneuver feats (trip being the main one)? Also there would be WF and WS for the trident and improved TWF. It is a lot of feats but I am a human fighter and get 8 of them by 6th level (plus 2 traits). I can also gain more feats after 6th level.

I also noted that it is agoing to be a problem getting the stats. What would you reccommend for a 20 pt buy (human)?

ST 16 (+2 human) = 18
IN 13
WS 12
DX 15
CH 7
CN 12

I think I would not go for the 17 DX for ITWF.

Thanks for your help.


Hi All

I am looking for some advice on how to build some sort of crossbow using character for an upcoming E6 Pathfinder game. I know crossbows are not the best and I accept that.

We use Core, Ultimate combat, Ultimate Magic, and the APG only. Core races only aside from elves (banned for campaign reasons).

My stats are (rolled):

15
15
14
13
12
9

I am open to any core race (aside from elf) and class (and multiclassing) but the crossbow should be the primary focus. I am open to any type of cross bow. Archetypes are allowed as well.

An E6 campaign has the characters maxing at 6th level. After that we gain 1 feat for every 10k XP. We will also be starting from first level and using the slow progression.

We will have 6 people in the party. We already have a Cleric, an Oracle, a sword and shield figther, a barbarian (two handed) and a Sorcerer. Filling the gap is a secondary concern but I see that a rogue or ranger could work. BUt I was thinking a fighter for the feats. Perhaps a Fighter 4 / Ranger 2 or Fighter 5 / rogue 1?

I ask all this as I have not made any real ranged class before and I know that there is a lot of hate for the crossbow, but I want to make it work.

I tried to provide a lot of info. I love to hear what people think.


If I understand this correctly, a PC will have to save for each:

Mummy paralysis
Harpy song
Troglodyte stench
etc.

So how do you handle such situations, especially if you want to design encounters with multiples of these types of creatures. Making 4+ saves really does make life difficult. I don't want a party kill because I used 4 harpies.

I was thinking of one save, perhaps with +2 DC?

Or do you just design the encounter with only one of such creatures.

Or am I wrong in the way this all works?


Hi All

First, please no spoilers

Now that Carrion crown has been fully published for ~ 2 months, how does it rate among the PF AP's?

My general sense of the current PF AP's based on many posts from others is:

Kingmaker (excellant or 4/5)
Serpent's Skull and Council of Thieves (below average or 2/5)


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Am I reading this right?

Most archetypes that give a class gun abilities gives proficiencies with the guns. The Trophy Hunter doesn't do this. Am I missing something, or is this an error, or do you have to spend your first level feat on exotic weapon proficiency firearms?


3 people marked this as FAQ candidate.

Hi

A few questions about extracts.

The errata states (and in the latest pdf):

An alchemist can draw and drink an extract as a standard
action.

1) Does this override casting times of spells like Enlarge and Summon Nature's Ally (preservationist archetype)?

2) If the alchemist has the infusion discovery, does the same apply to whomever uses the extract or do you treat others that use the extract as a potion (i.e. an action to draw it and an action to use it)?

The rules implies that all extracts are created in advance (unlike bombs), 1 minute per extract, and you just drink them when you need them as a standard action.

I admit, I find extracts a bit confusing when you compare them to spells and potions.


I have done a search and I can't find a conclusion to this question:

Can an alchemist brew any potion he wants by raising the DC (i.e. doesn't need to have the spell known) as long as that spell is legally allowed to be a potion (i.e. 3rd level or lower, not personal).

Basically, I want to know if I need to know the spell or not when making a potion. My search turned up answers on both sides and the FAQ did not mention anything.


Hi All

I am just wondering how poison use works with using a bow in terms of actions. Once an alchemist gets the ability to apply a poison as a swift action, can he:

Say 8th level, and has rapid shot, he can shoot 3 arrows as a full round action. Can he use his one swift action and put poison on one of the arrows. Or does he have to pull out poison, etc.

I guess what I am trying to ask is the ability to apply a poison as a swift action account for everything? I.e. no worries about where the poison is stored, etc.

I hope this makes sense.


Hi All

I am about the DM this part of the adventure in racing to ruin. How did other GM's find this part of the adventure.

I find it a bit vague as to the order of events and the challenges. It took me a while to understand how the PC's are even to talk to the priest, but I think i have figured out that order of events.

the challenge of wind is the part I am the most unsure of. How are the PC's to get to the nest? It is a 500' climb at DC 20 in bad weather. Am I reading this right? That is a lot of climb checks to make and it seems pretty tough to do.

I am debating about changing the challenges around, but I am not sure. What did other GM's do?


Hi, a quick question about timing, or more specifically, when does a spell end?

This happened in our last game. Creat pit was cast on the BBEG by a 3rd level caster. He moved up and cast the spell. The BBEG failed the save and in the pit she went. The duration is 3 rounds. When does the spell end?

At the start of the wizards 4th turn?
At the end of the wizards 4th turn?

Some other time?


Hi All

I have heard about some of the pre adventure path adventures from the older dungeon magazine (such as savage tide and age of worms). I own a couple of the adventure paths (King maker and Serpents Skull) and I had a few questions:

More specifically, I would like spoiler free answers as my friend owns these and we may run them in the future (I think I was in savage tide but our adventure ended prematurely due to non D&D issues). We were on the isle of dread when we finished, just after some dungeon with mummies.

I was wondering how these old adventures differed when compared to the adventure paths that are currently out? As I wish this to be spoiler free, I suppose I mean in feel, organization, length, etc.

How many of them are thier and what are thier names?

What edition of D&D are they for?

Is thier a players guide for these adventures?

Thanks for your help. I am a bit new to all this adventure path stuff and I am trying to understand the history of it.


What adventure path would you recommend for a situation that had just a DM and one player? The player would run multiple characters. I do not know them very well but I have the first adventure in King maker and the Serpent Skull one.

I don't think Kingmaker would be good, it is far too open ended and I think it would be better for when I can find extra players.

Serpants skull has all the role player with your fellow ship wrecked NPC's, but I see it as better than Kingmaker for 1 PC.

I am also open to buying a new adventure path. I would prefer it to be more straight forward and involve less roleplayers, for obvious reasons. I would also prefer it to be Pathfinder and not 3.5 but that is not essential. So I am saying I am open to purchasing other adventure paths.

I appreciate any advice you may have!


Hi All

First ever post. And it is to ask a question about the persistent metatmagic rod cost. Is this a typo (too low cost) or am I just overreacting? Perhaps I am misuderstanding? Persistent spell would make everyone target by a slow spell have to save twice to succeed, right? Seems like a great feat to use a rod on.

The rod cost 3K (lesser), 11K (normal), and 24.5K for greater. This is the same cost as the focused rod and persistent is much better. It is a +2 spell level rod that seems to be priced at a +1 spell level rod.

Compare it to other rods of the same cost like Silent, Elemental, etc, it seems way to cheap.