Gortle wrote:
Wild shape: "Heightened (2nd) You can also wild shape into the forms listed in animal form." To gain those forms you have to have the spell slot level access or you could instantly transform into the most powerful version. Nothing about that says you get the heightened versions of the form without the requirements as I read it.
Houngan wrote:
I do not think you, as a multiclass Druid, would get those abilities at those levels as you only get basic spell casting without an additional feat. CRB p219
CRB p401
You would never get access to level 4 spells and thus cannot highten to gain all of those benefits of the large form and up. I think that is the way it would work but maybe I am missing something.
Squishedllama wrote:
There inst that much of a discrepancy in power levels that I have seen in 2E. There are a lot of things in this that are setting off alarm bells. A level6 Fighter with 6 attacks? HOW? Are you sure your playing 2E because that's not possible in any way I know of so far. As casters are you using cantrips or actual spells and if Cantrips are you heightening them? I think some more info is required to know whats going on.
I could not find this asked anywhere so sorry if I missed it. Druid pets and barding. By default Druids refuse to wear metal armor we know that they will not wear it themselves. If I wanted barding for the pet though how would that work since I do not see any materials listed for what each barding is made of. I would assume light/medium could be non metallic but heavy would be. Thematically I could see how you could even say that the Druid would not place metal armor on a pet given his proclivities but technically HE would not be wearing it. I could see how that would be like helping a fighter don his armor triggering your anathema, it seems silly. I feel like at least Light/Medium non-metallic barding could/should be a thing. Maybe I missed something in the rules? What do you guys think?
Kyrone wrote:
I guess im being too hard on this. I will try it a bit more and head the advice and see what happens. Here's hoping.
TheGentlemanDM wrote:
Sure I know of the sturdy shields but they still are not very good. The problem is that since hardness barely goes up you AND the shield keeps taking more and more damage. The sturdy shield scales but still not great and the hardness is mediocre compared the the average rolls for damage I am seeing. I could use it just to block small hit that barely affect it but I dont see those much and that feels counter to what it should be. I don't want it to eat a full crit or anything and be barely scratched but it feels like it should be much more that it is. A lvl7 Sturdy shield is a loss of 360gp if destroyed. That seems excessive. Also that limits it to the Steel shield only. Thereis no way to have a Sturdy Tower shield that I have seen. If the materials were the ones that actually scaled you could use a Tower Shield if you wanted. As it stands the only option if you want a mediocre scaling shield to block with is a sturdy shield. As I said this feels very unsatisfying. Im not trying to be difficult just honest.
So I made a Human fighter for Society play and I feel like I have run into a brick wall. I came from AD&D in the 90's so its been awhile since I played but I did not realize that Fighters were more jacks of all things martial rather than optimal for tank (They aren't bad mind you). Seems the Champion fill that roll and that's OK, I moved on from that but then I noticed something I must have missed bringing me to: Shields.
I feel that it would be better in almost all respects to just use two 1h swords with Double strike and grab the Twin parry feat to use instead of using raise shield. No more blocking but it feels so worthless to block, much less with something costs hundreds or thousands of gold that could break in one hit and maybe even destroyed (I know you see the damage first before blocking but at higher levels it feel so high most of the time its irrelevant). Im not sure If I am overthinking this but I really feel disappointed now at how bad it feels once I got a taste of the scaling for shields. Any suggestions or help would be appreciated.
I do not see anything written in that action about developing a reputation, nor do I see anything about wooing them in any way. What was the check you used to befriend the blacksmiths son? The failure just says that you offended the NPC you attempted the check on and nothing about harming or developing a reputation outside of what that one NPC thinks of you. Even if you attempted to seduce him specifically I do not see how you could gain some kind of reputation about it. This seems like poor GMing and not an issue with rules.
Captain Morgan wrote: I'd be surprised if you can use it in society. Medicine is already arguably the best skill in the game, so I don't really think it needs to become a Downtime income earner as well. Flavor wise, remember that earning income isn't just a function of being good at a task, it is a function of marketing it. You can heal sick poor people at the local church all day, but if you want to get money from them for it you'll need a little business savvy, AKA medical practice lore. That makes sense. I like that explanation of the lore aspect. I think it is just a bit odd that no wisdom based skill can earn income. The description of wisdom in the Core book even seems to indicate that it would be viable for that purpose. Wisdom measures your character’s common sense, awareness, and intuition. Maybe I am reading too much into it and as was said it could just be for balance purposes. Thank you all very much for the explanation and clarification!
I was making a new character recently and I was thinking of using the medicine skill for my earned income. To my surprise I found that medicine cannot be used to earn income (normally at least). Is this correct or am I missing something? It would seem to me that using your medicine skills to heal and cure ailments during downtime would be an acceptable way to earn income.
Sorry if this was discussed before but I found no threads on it specifically when I searched.
Ascalaphus wrote:
Except as a fighter you: a. have to already have a shield, something taking a hand slot and bulk and can also break (if used to block), and b. the fighter loses his reaction and thus his other feature Attack of opportunity. The fighter has to give up much more to do what you want a rogue to do but without the equipment or the loss of some other base feature relying on the reaction at those levels. Rogues have only two reactions to choose from till level4 and both are at level one. I think if they want to make it stronger they can add a feat at higher levels to improve it to react after hit or make it last longer but that should require an additional feat investment to get that strong.
Midnightoker wrote:
This. Reactions and actions are not the same and are not weighed the same. As to it being a bad feat because its not works for his player so far, I could say the exact opposite. The rogue in my game has been extremely successful with his.I suggest doing exactly what Midnightoker said. Use it on the first attack, that is where you need the increase in AC the most, all subsequent attacks already take a penalty. The first attack not only has the best chance to strike but also the best chance to crit under the new system. This feat is great at lowering both of those chances down, it's far from a bad feat. As to changing it to being usable after the hit roll, that would make it much too strong. Again its a reaction not an action. If this feat doesn't speak to you that's fine, just buy a shield (and boss/spike), deal with the loss of an action every turn to raise it, loss of a free hand and the added bulk if any. Nothing is stopping you from doing that.
Thank you for the replies. I understand how hard the folks at Paizo are working and I appreciate it. I just feel like if this is the way society works maybe the first few months should be repeatable scenarios only so people can explore the new system and get used to the rules and get a little more additional books before folks start losing content to play permanently. I just don't see the logic behind this. It is my fault for not seeing the rules as written and logiced it out incorrectly in my own head. As a side note will the errata changes have any effect on this? I specifically avoided playing the alchemist because of the confusion in some of the rules and weights. I will have to endeavour to find other ways to get caught up and play with friends again then. I do like the idea of the sactioning of the adventures as I am running a small sporadic home game of Plaguestone. Thank you all again for the information and clarification.
I am still pretty new to Pathfinder Society and just started in the playtest. I played a lot of AD&D growing up but stuff like Society play is new to me. I was informed of the fact that you cannot repeat adventures unless it has the "repeatable" tag recently in Society play. I knew of this but I was informed that this is not per character but completely covers all characters. From what I understand now you can't complete a non-repeatable adventure even on a different character. Is this correct? If so how can I ever get another character levelled up at all if I die or dislike my current one? Following the current average two adventures a month for the next year, you could only have twenty-four adventures to do and only a very small per cent of them repeatable. This is even more important given the lack of options currently and the slow process of approving them for society play. Is there any way to remedy this if you have some adventures spread between two different characters? Does this restriction stay in effect if that character dies? I am not trying to seem difficult but nothing about this after it was explained to me seems to make any sense. Please tell me this isn't so or that there is a way to at least fix this! Thank you ahead of time for your responses. |