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A lot of people, myself included, have major complaints with regards to the current playtest release of PF2e right out of the gate. I am among them. Now would be a great time to "break down" these major design issues so they can be quickly corrected/iterated on and we can focus on more specific minutia.

1. Feats should be "unchained" from classes.
A lot of people have mentioned that, without any form of multiclassing, you cannot have a TWF Rogue(at least one that's meaningfully better than a 1 weapon Rogue). This is silly, and an example of a seeming design oversight but it highlights a bigger issue.
By bundling feats and classes together, options during character building and leveling are hugely restricted. The game's writers have to consider each likely "build" for every class. It either leads to character concepts that can't be done properly, or to individual feats being reprinted multiple times, which is a waste of space and time. Moreover, oversights like this are very liable to be repeated in the future.
Feats should return to being selected from a categorically-seperated pool in their own section with specific prerequisites, rather than being bundled up with classes. If the writers see fit, they could list a specific class as a prerequisite to take a feat, but this should probably be done sparingly.
Race feats are less of a problem, but could probably be renamed to avoid confusion with the rest of the feat system.
Bundling feats into classes does not solve any meaningful problems, from what I can tell.

2. Resonance solves a problem that never had to exist.
From what I can gather, the Resonance system was created to prevent magic item spam/abuse. I take great issue with this reasoning, as it has always been ultimately up to the GM to decide what and how many magic items the players get. In other words, it's solving a problem that a clever GM could easily sidestep, while simultaneously putting hard limits on what PCs are able to do, especially high level martials.
You're putting new rules into the game in order to keep the GM from making a decision that the designers think is bad. I don't think it's wrong to put warnings for GMs before historically problem magic items, but this is limiting on both players and GMs. It doesn't add anything to the game on its own, only takes away from the possibility space.

3. Proficiencies in skills & saves are silly.
Thog the Barbarian has trained his whole life to hit stuff. He is a level 10 Barbarian, who smash really good. Suddenly, he's put in a situation where he has to sing, despite literally having never done so in his life. He at least is getting a +8 modifier to that check from proficiency. What?
I don't see what was wrong with static base save progressions and skill points. They were actually somewhat easier to explain/more self-evident than proficiencies, and required you to actually put in training to be good at something, rather than just becoming passively good at everything(and having to update every. single. skill. every time you level up).

4. Sorcerers must keep learning the same spell at higher levels.
Why does a Sorcerer need to keep relearning Fireball at every level up in order to be able to consistently blast with good damage? Sorcerers already have limited spells known, all this change does is make Wizards more unholy powerful by comparison by effectively making Sorcerers less able to efficiently utilize said spells known.
Metamagic in the past did a fine job of making higher level spell slots more powerful. This just makes wizards stand out as powerhouses more than they already were.

My last major issue, and probably my biggest gripe is...

5. You can't do traditional multiclassing at all, ever.
There are many mechanical and storyline reasons why a PC might want to change class partway through their adventuring career. It's very arbitrary to keep people from multiclassing, as people in real life do this sort of thing all the time. Med students discover a passion for the arts, circumstances force somebody to change careers, etc.
The Rogue, seeking to redeem his past actions becomes a Paladin, using his dextrious moves and precision in place of brute strength. Maybe a Swashbuckler ship captain retires from his adventures on the high seas, telling tales of his travels and barking orders to his allies as a Bard or Skald, while still being a daring warrior with the blade. A Human Fighter becomes a Vampire Hunting Inquisitor after his spouse and comrade is murdered by a vampire. These are all examples of the storytelling potential of multiclassing using 1e as a framework.
As more suppliments are added and concepts from 1e are "ported", storytelling potential from multiclassing will simply evaporate. Instead of changing lifestyles when multiclassing, the new system feels a lot more like "oh your Rogue decided to dabble in some magic for a bit", rather than "Your Rogue has made the decision to become a Wizard from now on".

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It seems like Paizo really wants to reinvent the wheel with this playtest, and while things like the new action economy work fine, I would advise them against making too many sweeping core mechanics changes from 1st - the game is still supposed to be Pathfinder at its core, after all. Player freedom is an aspect that PF1e excelled at, this edition so far is rather lacking. While it's tempting to say that's because there's less content overall, the new core changes don't facilitate much in the way of major choices.

Paizo mentioned that they were going to do a lot of the big changes that they weren't sure about during the early stages of the playtest. I hope the issues mentioned above all fall into that category and can be ironed out before the next playtest release, so we can focus more on the specifics of classes, balance, spell lists and feats next phase. I have other gripes, but they're better saved for a time when more glaring complaints are ironed out.

Full Name

Cleo Bae Gingerberry

Race

AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil |

Classes/Levels

Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Gender

Female Halfling Cleric 8 |

Size

Small, 2'11", 30lbs

Age

22

Alignment

Lawful Good

Deity

Erastil

Location

Sandpoint

Languages

Halfling, Common, Dwarven, Goblin, Elven, Giant

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 19
Charisma 14

About Cleo Gingerberry

Extras: Hag Rant. Cleo automatically succeeds on knowledge checks to identify hags. If the knowledge check reveals additional information for every +5 that the check beats the DC, she only gains the Lore spoiler. She can roll normally to gain information from other spoilers.

[dice=aggah grinny, magic, pbs]1d20+12+1[/dice]
[dice=damage]1d6+3+1[/dice]

[dice=aggah rapid, grinny, magic, pbs]1d20+12+1-2[/dice]
[dice=damage]1d6+3+1[/dice]
[dice=aggah rapid, grinny, magic, pbs]1d20+12+1-2[/dice]
[dice=damage]1d6+3+1[/dice]

temporary items
You are bestowed what is called the Otyugh Armor of Burps and Farts. It is a set of +1 Hide Armor made from hideous green otyugh hide with all sorts of blisters and tumours. It functions exactly the same as the Otyugh Hide, but the DCs are calculated using 10 + half your level + your Constitution modifier.
https://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/otyug h-hide/

You are bestowed the Bow of the White Stag, which looks like one massive white antler strung with a thread of pure moonlight. It functions as a +2 Merciful Shortbow. Since you are small, you can treat this as if it were a small-sized longbow, however, it has the range of a shortbow. The bow comes with the following 2 abilities:
1. When you cast a harmless divine spell, you can shoot a spiritual arrow as part of the casting to deliver the spell. You will have to make an attack roll, but the ally's AC is treated as 10 (not including things like range increments, prone condition, etc). A natural 1 does result in the wasting of the spell, but a natural 20 results in the spell gaining the Blissful Spell Metamagic.

2. You can focus your channel energy into a spiritual arrow and shoot it as part of your action. An ally's AC is still treated as 10 like before, but if you target an undead, it counts as a touch attack. The healing/damage is maximized, and does double on a natural 20. A natural 1 again does result in the wasting of the channel energy.

Math that makes her tick:

Cleo Gingerberry
Female halfling cleric of Erastil 8
LG Small humanoid (halfling)
Hero Points 3
Init 3; Senses Perception +6
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 shield, +1 size)
hp 57 (8d8+8)
Fort 9, Ref 7, Will 12; +2 vs. fear
Defensive Abilities bramble armor (1d6+4, 8 rounds/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger 0 (1d3 P or S/19+)
Ranged longbow 0 (1d6 P/×3)
Special Attacks channel positive energy 5/day (DC 17, 4d6), wooden fists (+4, 7 rounds/day)
Domain Spell-Like Abilities (CL 8th; concentration +12)
. . At will—speak with animals (11 rounds/day)
Cleric Spells Prepared (CL 8th; concentration +12)
. . 4th—holy smite (DC 18), greater magic weapon (2), summon nature's ally IV (animals only)[D]
. . 3rd—dispel magic, dominate animal[D] (DC 17), magic circle against evil, magic vestment, prayer
. . 2nd—barkskin[D], bull's strength (2), lesser restoration, shield other
. . 1st—bless (2), calm animals[D] (DC 15), remove fear, remove sickness[UM] (DC 15), shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, disrupt undead
. . D Domain spell; Domains Animal, Plant
--------------------
Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 19, Cha 14
Base Atk +6; CMB 5; CMD 18
Feats Boon Companion[UW], Deific Obedience, Selective Channeling, Skill Focus (Diplomacy), Weapon Finesse
Traits helpful, student of faith
Skills Acrobatics +5 (+1 to jump), Climb +2, Craft (leather) +3, Diplomacy +16, Disable Device +2, Handle Animal +4, Heal +12 (+13 circumstance to treat wounds or deadly wounds), Knowledge (history) +5, Knowledge (nature) +5, Knowledge (religion) +12, Linguistics +8, Perception +6, Profession (cook) +15, Profession (tanner) +8, Sense Motive +15, Spellcraft +5, Stealth +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Giant, Goblin, Halfling, Orc
SQ animal companion (goblin dog named Aggah)
Combat Gear cassock of the clergy[UE], potion of hide from undead, wand of cure light wounds, healer's kit; Other Gear +1 mithral chainmail, buckler, dagger, longbow, arrows (20), cloak of resistance +1, headband of inspired wisdom +2, backpack, bedroll, belt pouch, coffee pot[UE], cutting board, wooden (2 lb), holy text (ParabelErastil)[UE], knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], poncho[UE], pot, seasonings, local (0.5 lb), seven shards of a golden sphere-like ioun stone, +1 on all will saves, silver holy symbol, skewer (1 lb), skillet[UE], small tent, surgeon's tools[UE], tinder packet (0.5 lb), tripod, iron (3 lb), waterskin, wooden holy symbol of Erastil, pony, Aggah, crossbow bolts, light crossbow, longspear, mwk studded leather barding, 571 gp, 8 sp, 7 cp
--------------------
Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Bramble Armor (8 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+4 dam.
Cleric Channel Positive Energy 4d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Deadeye's Arrow (1/day) (Sp)
Deadeye's Lore (1/day) (Sp)
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Goodberry (1/day) (Sp)
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (11 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Wooden Fists +4 (7 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +4 damage.
--------------------
Cleo does not have a mysterious past. No horrible tragedy that shaped her into a brooding knight of wandering justice. No bitter enemies, or burning ambitions.
She's kind of boring that way.
But she does have family, a large swarm of brothers, cousins, aunts, uncles, and so on. Loving at times, and as annoying as a fungus between your toes at other times.
This is one of those times. Her younger two brothers' persistent whining combined with her mother's anxiety-ridden smothering is driving the young woman crazy.
Luckily she heard about the new church opening in Sandpoint, just a few days hike away.
And as a cleric to Erastil, isn't it her duty to go celebrate it?
If anyone understands the need to occasionally get away from your family, it has to be the god of family himself.
Hopefully, she'll not get hit with a lightning bolt for blasphemy on the way there.

----

In addition, another shard that orbits your head is activated and combines with the previously activated shard. Any time you use Aid Another, the bonus is increased by 1. Your previous bonus, the +1 to Will Saves, increases to +2
You (and Aggah) gain the ability to change the panicked condition into the frightened condition, and to change the frightened condition into the shaken condition. You can do this once per day, and the ability is lost after the completion of book 2.

Owes

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Aggah, her friend:

Aggah CR 5
XP 1,600
Female goblin expert 7 (Pathfinder RPG Bestiary 156)
LG Small humanoid (goblinoid)
Init 4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 51 (7d8+7)
Fort 6, Ref 9, Will 7 (Devotion: +4 moral bonus vs enchantment spells and effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear 0 (1d6+3/×3)
Ranged grinny, composite longbow +1 0 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +5; CMB 6; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +7, Climb +5, Escape Artist +7, Knowledge (religion) +1, Perception +6, Ride +7, Stealth +16; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
Other Gear +1 chain shirt, grinny, composite longbow +1, longspear, crossbow bolts (20), 5 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/

EVASION
Devotion (+4 moral save vs enchantment)

- Terrible mark (around belly button. More information upon a successful religion check)
- Devour souls (You gain the ability to cast Death Knell once per day without need for a saving throw. As part of the spell, you must consume the heart or brain of the creature. You no longer gain nourishment from food or water, instead you must consume at least 1 soul per day. You are able to take souls from willing creatures, but they get an immediate saving throw if under enchantment magic.)
- Create soul gems (You can spend a full-round action to forgo the benefits of eating a soul, and instead regurgitate it into a soul gem. A soul gem can be eaten later, or used in barter with creatures that desire souls.)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.