Ngai M'katu's page

115 posts. Alias of Sgtdrill.

I don't know if this is already considered, but you may want to add a "Date Played" field on the survey. That way it can be compared to the dates on which errata is released.

For example, we'll be finishing up Part 2 this Sunday, before Monday's errata is released - so we'll be playing with the old dying rules, etc.

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Ran Chapter 1 of Doomsday Dawn on Sunday, wanted to provide some brief feedback from the players and I, on matters not covered by the surveys.

The Party:
Human Bard
Goblin Alchemist
Human Ranger
Dwarven Wizard

1) The spellcasters were VERY pleased with the new magic system - particularly the fact that cantrips are decent now. Initially they expressed misgivings about the spells per day count going down from PF1, but after playing for a while they changed their tune.

2) The action economy - universally loved. Simplifies matters while still providing a structure. One said that they used to get frustrated when a cool idea wouldn't pan out because of PF1's action economy, but with PF2's she felt the freedom to do "cool stuff".

3) Exploration mode - they liked that it was codified somewhat, and could lead to more appropriate initiative rolls. One expressed a bit of hesitation because Dexterity wasn't the be-all-end-all of initiative any more, but they ended up seeing the logic of it.

1) The skill system. There was a feeling that nobody is significantly better than anybody else under the new system - that a legendary rogue would only be marginally better at Stealth than a dwarven cleric of the same level, stat mods aside. Once said that it feels like there's no room for specialists in the new system, no way to truly feel like you're extraordinary at something. They understood the importance of flattening the numbers to make high level play less ridiculous, but that this is not the best way. Another player suggested that instead of proficiency levels providing a flat bonus, perhaps they act as multipliers. For example:
Untrained - Stat mod only
Trained - 1/3 level + Stat
Expert - 1/2 level + Stat
Master - 2/3 level + Stat
Legendary - level + Stat

2) Resonance - They understood the logic behind this one as well, but expressed concerns on how it would play out. They agreed to reserve judgement until we got to play the higher level Chapters, when the players might actually have some magic items on which to use Resonance. In particular, the Alchemist expressed concerns. She saw herself at higher level, unable to use any magic items because unlike everyone else, she had to use all her Resonance on a class feature. Perhaps split off Advanced/Quick Alchemy into its own pool and use power points, and reserve Resonance for magic items only?

The BAD:
1) Lore skill - Much confusion on this one. It was unclear how specific lore had to get - the module mentioned "Gnoll Lore", which given how limited skill advances feel seems a ridiculous choice to make. Or should it be analogous to the old Knowledge skills like History and Geography? Given the examples given, those categories seemed too broad. In the end, nobody took any Lore skills except those granted by backgrounds.

The feeling was that this skill needed more structure - perhaps even a specialization system. A listing of categories, like:


Then give people an extra initial proficiency rank if they want to specialize further, starting at Expert - for example, Chelaxian History, Mwangi Expanse Geography, Ethereal Plane, etc.

2) The Dying rules - these are a confusing mess. Nobody could understand how one could be at full HPs from magical healing, and still have the Dying Status. The intent was clear - a desire to stop people from being able to pop back up after being taken to 0hp with no repercussions. But nobody liked the implementation, and nobody understood that intent. Since its magic, why would there need to be realistic repercussions? The thought was that it was "the power of God", so why punish outside of consuming party resources as usual. One suggestion was to reduce the dying threshold to Dying 3, and that any increase to HP that brings them above 0 remove all Dying status.

3) The players found the format of the character sheet jarring - the feeling was that there weren't enough free text fields, nor enough lines for equipment. And that needed numbers were hard to find - though they admitted that would get better as they got used to it.
Additionally the format of the rule book was a bit difficult. For example:
-a) Wizards - one of their main class features involved specializing in a particular school of magic, but the spell list had no way to determine school short of looking up each spell individually
-b) The color coding of rarities - but reading the forums, that's a known issue
-c) The feeling was that conditions should be in an appendix in the back of the book for ease of use - there are so many, and most are new, so they would need to be referenced often.
-d) It was understood that this was intended to be its own animal, but nobody could see why at least a few pages weren't devoted to major changes from 1st edition.

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I think I found something that shouldn't work, but per Playtest RAW it seems to.

1) The section on multiple attack penalty on p305 states: "The second time you use an attack action (anything with the attack trait) during your turn, you take a –5 penalty to your attack roll."

2) Flurry of Blows for Monk states: " FLURRY OF BLOWS Frequency Once per round. Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses" NOTE - no Attack trait.

3) It also states that Flurry is an action, not an activity: "Flurry of Blows You can attack rapidly with your fists. You gain the Flurry of Blows action."

4) Even if one did consider it an activity that costs 1 action, p296 states: "An activity doesn’t count as any of its dependent actions or other abilities." So the two Strikes under flurry don't count as Strike actions, thus don't gain the Strike attack trait.

So, how do multiple attack penalties work for Monks? Should Flurry have the 'attack' trait? Should it also have wording like Swipe: "A Swipe counts as two attacks for your multiple attack penalty."?

Or put another way, when monks flurry should it be:

Flurry & 2 Strikes - 4 attacks: full, full, full, -4


Flurry & 2 Strikes - 4 attacks: full, full, -4, -8


Flurry & 2 Strikes - 4 attacks: full, -4, -8, -8

or something else entirely?

I haven't gone through and tallied up what kind of xp players will earn during each phase of the adventure, so not sure if they would earn enough anyway. But for the purposes of the playtest, should PCs be able to level within a chapter? Or for your purposes would the data be more reliable/valuable if PCs stayed the same level throughout a chapter?

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I know that many will be using the playtest adventure specifically written for the purpose, but to me that means that playtest experiences outside of that will be valuable.

With that in mind, I'll be converting Giantslayer to PF2. Seemed like the AP that would be easier than most, as many of the opponents are pretty common monsters.

Because of the time frame involved, I'll be running book 1, book 3, and book 5 only. The players will be making new characters for each book, so that my party of 4 players can try out all 12 classes. My two main concerns regarding conversion are save/skill DCs, and conversion of magic items - but I'm sure I'll figure it out.

Anybody else planning on an AP conversion? Not sure how long it will take me to get mine ready, but I would be happy to share my conversion once complete.

From what I can tell with this spell, one of the Great Old Ones - Yig - is an allowed form. Am I missing something elementary in RAW to prevent it?

The attacks would be Bite (6d10), 2 Claws (4d8), Tail Slap (4d10). And a Con Drain poison that requires 3 consecutive saves.

EDIT: Wrong spell in the title

As it says on the label. I was thinking about going this year, but I thought (perhaps erroneously) that I would have to pre-join the Pathfinder Society to be able to do any gaming.

Is that the case? Or is there more casual gaming available as well?

So, about to start running Reign Of Winter, and upon reading the AP I realized that this is a great opportunity to try an idea I've been banging around. Instead of the listed bonus for adopting the mantle, here's what I was thinking.

Players gain the ability to transform into monstrous forms - not just like wildshape, but something similar to the old Savage Species rules. What I'm currently thinking is:

Players will start as a normal character - core races only. No Wild shaping - the bonuses from wildshape wouldn't stack with the bonuses from monster form anyway.

Then when they gain the Mantle, and they will gain the ability to transform into a monstrous form.

1) Players can change form at will, taking a full round action. This is a polymorph effect, thus would not stack with modifiers from other polymorph spells & effects (for example, Beast Shape). Other NON-Polymorph transmutation effects will work just fine (for example, Reduce Person or Animal Growth)

2) HP will use the monster form's hit dice, even when not in monster form.

3) Players retain all their class abilities, as well as gain all the abilities of the new form - including, but not necessarily limited to:
a) Movement modes
b) Natural Armor
c) Natural Attacks
d) Extraordinary, Supernatural and Spell-like abilities
e) Size
f) Stat adjustments
g) PC counts as both creature types

4) You will keep your base race abilities even in monstrous form

5) Every time a new level is gained, the player would choose a new monstrous form that they're able to change into. The forms will be the same CR as the character level (kind of like gestalt). When a new monstrous form is gained, the player may re-choose ALL of their feats and re-allocate ALL of their skill points. Other features may be changed at DM discretion (for example, changing a favored weapon style if the PC is a Ranger, or bloodlines for Sorcerors, etc)

6) Magic items will transform as Wild Shape. In other words, if they have a constant effect, but the new form lacks the ability to wear it, it will merge with the new form and remain functional. Unlike Wildshape, non-constant items will either meld or not, it is up to the player.

7) Players can choose weapon and one armor that will resize/reshape with form changes. This can be changed once a week with a one hour ritual, costing 10% of the item cost. This CAN be a weapon morphing into a necklace of natural weapons.

8) All players gain Natural Spell and Toughness as bonus feats once the 1st monstrous form is gained. These are gained in either base or monstrous form.

Are they?

I couldn't find it in the text, but the Life Spirit Spells don't include any of the cure spells, which struck me as odd. I will likely house rule that they can spontaneously convert, but was interested in opinions.

Basically what the subject says. Trying to get into a prc early, but need some way to have 3 ranks in two different skills at 2nd level. Any ideas?

Its for Mystic Theurge... I have the 'cast 2nd level arcane and divine spells' thing licked, qualifying for that at 1st level in each class. Just need to meet the skill requirement.