Seagull

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Pathfinder Rulebook Subscriber. 66 posts. No reviews. No lists. No wishlists.



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A what if book for lost omens campaign setting about the world if every Adventure path was concluded with the worst ending.


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How the system pushes a personality onto your character. In 1st edition I can't tell you how many PC's made by my friends didn't have a background or personality. Now you have to choose a background as well as have spaces on your character sheet to talk about yourself which I will definitely be making my players fill out each time


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This is kinda vague but I love how everything is included.

Like if you have a fascination with genre in pop culture, you can find at least some of that genre in the Lost Omens campaign guide.

That flexibility lets you build any type of character you want and I love that.


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AvalonRellen wrote:
A simple way to resolve it is have firearms work in the following way. You roll to attack, targeting the opponents reflex DC for a standard save. If the target is unaware of you or flat footed treat the attack as one degree of success better for the purposes of resolving the hit.

Get out of here with your common sense!

Jk


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Temperans wrote:

....Objects still auto fail dont they? Or did they changed that and I never realized?

Also if you do use Reflex rule, a success should be a grading wound, aka 1d6 dmg.

I can't speak for objects but you're thinking of "basic saves" which follow the

Critical Success=No damage
Success=half damage
Failure=full damage
Critical Failure=double damage

Not all saves follow that formula and for balance reasons a gun shouldn't either because it means you're always dealing d6 worth of damage which is too strong.


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Temperans wrote:

Having guns be a reflex save doesn't make sense on a conceptual level.

Imagine this: You just got a gun and have never held one before, you decide to do target practice and see how it works. With Guns use Reflex: You always hit objects no matter how bad a shot you are. With Guns use regular attacks: You may hit sometimes, but definetly arent hitting all the time.

However, getting a feat to "Matrix Dodge" sounds really cool as a high level Rogue Feat (with an Evasion pre-req ofcourse).

In 1E maybe but just using one randomly would mean you are untrained so it would be 10+Dex. The most Dexterous person with a gun would have a 14 DC. A skeleton which is a -1 CR creature has a +8 to reflex. Meaning they only have to roll a 6 or higher and that's against someone with an 18 in Dex...

Seems pretty great to me since like I said on a success they don't take damage because you would have missed.


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If you aren't happy with the numbers (cause you think it's not extreme enough or isn't in Celsius), then just use the descriptions as a baseline.

Your party is in Irrisen? Determine where they are and how much you want the cold to be a challenge. Maybe if they are in the southern part of Irrisen it's normal because you don't want survival to be a big part of the campaign so you only take minor cold in the most northern parts. Maybe you do in which case the southern part is minor cold and the farther north you go it gets colder.

It isn't rocket science. Truthfully though as someone who lives in a temperate area with cold winters and hot summers, this seems pretty accurate.


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I like the idea of it being a reflex save to determine how much damage a gun does.

Critical success or success: No damage

Failure: 1d12 damage

Critical Failure: 2d12 damage.

Reflex DC is equal to 10+DEX+Proficiency with firearms. Gunslingers start off expert with guns. 3 round reload action.


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Rogue's favored skill boost can be Dex, Str or Cha. Happy it's based on your racket and not just always Dex. I hope we eventually see rackets for the other 3 stats. Something like a lookout for Wis, informant/intelligence agent for Int and a Con version which I don't have a name for but it seems silly to leave out a singular stat.


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To me it looks like power attack doesn't make your attack take a -5 penalty but it means your second attack is getting a -10 (-8 if agile). That makes it way better but I don't know if that's the correct interpretation. I hope someone from Paizo can chime in and tell us.


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Temperans wrote:
It might be terrible but it should be possible and it definetly was possible for the last 10+ years even before pathfinder and even through 5e.

It's still very possible. Complaining that getting bonuses to using a longbow also gives you bonuses to a certain type of melee weapon is like complaining you were given a free pizza. At worst just don't eat the pizza, at best make some room for that pizza.

It honestly seems like the person I was replying too wants their cake and to eat it too. "I want to be hyper-focused on 3 things but if I have viable options besides those 3 things I won't be happy" is such an odd complaint.


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WatersLethe wrote:
Lanathar wrote:

So what do you think a fighter should be able to do then? Because it sounds like if you take a big step back you want all the things a fighter gets to be not feat locked and available to all. Fine, but then what do fighters get instead? Or have I missed something somewhere

You can use the weapons much more effectively in this edition but fighters can do it better. And if you want to soon you have to be more like them...

I'm going to be as clear as I possibly can because it seems that I'm not getting my point across:

1. I want to be able to say I'm invested in a weapon. As a character in a roleplaying game, I feel that should always be an option, just as you can invest in different skills, or invest in different classes.

I can't remember who said it but this reminds me of a favorite quote I have. "Don't build a concept. Build a character". You can have a Elf who likes longbows and wildshape but that should be an afterthought, not the identity of the character. Focusing on hyper specific builds who do things A, B and C and only A, B and C is a terrible way to play RPG's. That's just my 2 cents anyway.


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I know we're 7 months from release for this book but I need to just throw this out there. I would love for variant channeling to make a comeback and this would be the perfect book to do it in. In case you aren't aware of what variant channeling was in 1E, at first level as a Cleric you could choose if you wanted to channel energy in the traditional sense or you could choose a different effect based on your dieties domain.

With an exhaustive list of Gods coming, I'd like to see this fun little option make a return but as a class feat you could take which would have the requirements of channel energy, worshipping a specific deity for each choice and level.

I'd like everyone else's thoughts on if this should make a return or not.


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Loved the story, probably my favorite so far. Did I miss the typical world region preview that comes on Tuesdays though or did it just not release cause of the delay on the preview for 2E and the website being down for maintenance?


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It's cool they added both gender and pronouns to the character sheet since I remember a lot of discussion over what was the correct choice to include and with this I hope it satisfies both groups of people.

(Still hoping against all odds that core rulebook uses they/them for all pronouns cause it's gender neutral and can include a group if being read aloud even if it's not grammatically correct)


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CARBUNCLES


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Kineticist is like the perfect class for PF2E progression system. 1st level you get 1 feat for each type of elemental blast. Feats afterwards offer utility or damage boosts. You gain a spell pool to spend and enhance you blasts to even higher levels


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I can't read anything (though I have a basic idea of what is what). Gotta say, hate the colors. It almost hurts my eyes to look all the dark blue and brown. I would have much preferred the coloring of either 1e or the playtest.

That's assuming this is the official version and not just a recreation of what the official looks like in Portuguese. Which it could very well be.

If it is the official official version then I won't be too hurt cause I used the filter on my phone to see it in black and white and it looks decent in that color.


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Deadmanwalking wrote:
and also add it to Hero Point rerolls (we're not talking number of hero points here, just the rolls).

Now that's an idea I love! You get 1 hero point at least every session meaning it will always be useful but it's not way stronger than every other passive ability the other stats have.


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I'm still a fan of thing Charisma to Hero Points. Everyone has a minimum of 1. But you get a bonus for each number you have. Charisma bonus of +1? You can have 2 Hero Points. +4? 5 hero points


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demiurge108 wrote:
oh yes i really want a occult race peharps a kind of Mind Flayer specialised in telepathic power. Perhaps wizard of the coast can join pathfinder to make her product made of this second edition and Illithid becoming a player race.

I don't think WOTC will ever let Paizo touch their special monsters. That said Munavri already fit this and aren't evil.


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I'd like to think it was no accident that the 3 good champion abilities all work great together. Oh you are getting hit? Let's have an ally move closer. Now let's give them an attack of opportunity, give you an attack of opportunity and then make you take no damage or weaken the foe


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Bardarok wrote:
David knott 242 wrote:

Orcs probably will be in the Bestiary as foes, but you need a bunch of ancestry heritages and ancestry feats to complete a playable ancestry, and the Bestiary would not be the place for such information.

That's probably a downside of the new expanded ancestries. In PF1 a lot of monstrous races had a player characteristics entry in the bestiary.

That does stink but on the upside, we may get a monstrous races book that adds stuff like minotaurs and ogres but expanded to have various heritages and ancestry feats


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My group actually just picked up a resin 3d printer too and I gotta say, I'd love for official Paizo STL files. There are plenty of goblin files out there but only a handful are the iconic bobble headed pyromaniacs I've come to love. Dragons too would be great since Paizo dragons all have different, unique, features on them that set them apart from others tabletop dragons


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AnimatedPaper wrote:

I touched on some of this on the other thread, but my main issue with that is that I feel you're thinking too small. Why stop at 9 subclasses? We had all kinds of paladins in PF1, and that was before the alignment floodgates opened (also, I imagine some of the PF1 cavalier stuff is going to wander championwards). For instance, like I say on the previous page, there could be causes that stretch to cover multiple alignments (antipaladins should rightfully be CE, and directly oppose LG paladins, but some kind of "Any evil" despoiler cause would be cool to have handy).

To be completely clear, I also think there can be more than one cause selectable by an alignment as well. There's multiple ways to play LG; why not have more than one cause to reflect those differences? An Asmodean dedicated to wiping out every untidy trace of Rovagug is just as LE as a Zun-Kothon that gleefully tortures prisoners and malcontents, although they'd select very different champion abilities.

Also, as I said on the other thread, I can absolutely see Evil champions picking up obviously good intended class feats. Evil champions have minio-, I mean alllies, too. And unlike their good fellow champions, they'd probably charge for their succor. Abadarans would charge interest as well. Actually the good Abadarans probably would too, so maybe not the best example.

I like the idea a lot actually and right off the bat I can think of an easy example. You could choose a neutral champion or if split into how I would prefer it an Arbiter and then decide if you want to focus on protecting nature or serving pharasma. Both fit a N champion/Arbiter very well and realistically would be VERY different from each other


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I'd like to see Champion be specific for good alignments. While neutral and evil would have their own classes and sub classes.

Maybe Guardian for the Neutral class.
Gray Paladin being LN. Renegade for CN. If you are including N then Arbiter though it might be hard to come up with mechanics for a N class.

Conquerer for the evil class maybe? Not 100% on that name. Tyrant for LE. Defiler for NE. Antipaladin for CE. Not 100% on Defiler either.


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Clonky Bob wrote:
swoosh wrote:
Crayon wrote:
that seems more like an argument for reigning in the number of Feats - or better yet, omitting them from the game altogether

PF with no feats sounds terrible.

Crayon wrote:
Sounds like a concept that would work fine with at least 4 existing classes (Bard, Cleric, Paladin, and Sorcerer)

You say that, but the first thing the person you're replying to asks for is a 'martial' character and three of your four suggested options are full casters and the last has a very narrow fluff paradigm to it.

Kind of stumbling out the gate there before we even get to trying to build out their concept.

Agreed. The only full martial character in that list is the paladin and maybe it would be nice to have a cha based martial that's not tied to deity worship.

And I honestly don't see a Paladin doing everything I had originally listed while also fulfilling the role of Paladin. They would either be all about supporting others, with no abilities for themselves or the abilities that do support others would have too much in them and would always be chosen.

The Marshal class wouldn't even step on the Paladin's toes cause they would heal temp HP, flavored as rallying allies instead of the using if positive energy like the Paladin does


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And there is the link in case anyone wants to see the original post or the page it's taken from. There is more info on that page if anyone is up for trying to decipher the blurry image.

https://www.reddit.com/r/Pathfinder2e/comments/c1xulz/crafting_2e/?utm_medi um=android_app&utm_source=share


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The people over at r/pathfinder2e got their hands on a screenshot and did their best working out what it said. It related to the crafting skill.

"The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.

**Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary)

**Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (\[etc...\])

**Critical Failure** You deal 2d6 damage to the item. Apply the item's Hardness top this damage.

**CRAFTING TRAINED ACTIONS**

You must be trained in Crafting to use it to Earn Income (page 236).

**Earn Income** by crafting goods for the marked

**CRAFT**

You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magic Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

To Craft an item, you must meet the following requirements
The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item, (see Getting
Formulas) below for more information. You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're
in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rare/precious materials.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item
based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days
working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4.2 Income
Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of the task level. After any of
these downtime days, you can complete the item by spending the remaining portfolio of its Price in materials."


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Hey Jason, obviously we don't get all those spoilers you would have given us if all 100 were found since we didn't succeed.

But is there a chance you can tell us what would have been spoiled? Was it a preview of classes and/or ancestries or was it a wide range of things from the core rulebook like the 100 spoilers?

I can wait for August 1st to see the rules but I'm the type that once I get the rules, I'll always wonder what would have been spoiled and I've unluckily been cursed with a great memory for questions I don't get the answer too.


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I can't say that I have seen anything related to why they didn't do any of these massive changes. However I'm sure the reasons you listed (simplicity, tradition, marketing, d20 mechanics, etc.) were a major reason.

Of course, I am sure that the playtest results are also a part of why. For instance, people weren't happy with the original UTEML bonuses.


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If we don't find the last card, I hope we are at least told what the spoiler would have been cause if not I'll spend the next 7 weeks wondering. Does that make sense?


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LordVanya wrote:

As I also don't wish to take away from all the cool stuff being revealed, I'm going to make this short.

I hope that the final release has better minion rules and flavor text, because the playtest version broke the game's verisimilitude for me.

You are telling me that somehow the creature that I have a mystical bond with that is supposed to be a special member of it's species with the strength and endurance to be an adventuring companion is always slower and dumber than a random wild animal I may encounter and have to fight?

Balanced game play be damned if I have to suspend my disbelief to this extent.

The minion spends one of it's actions listening to you and making sure it does what you tell them to do correctly


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Pumpkinhead11 wrote:

I feel one issue with the summon/companion/minion is the 1 action to concentrate per creature. I mean, it can work and you can have up to three at a time if you do it very carefully. I would like a feat or something that allows you to use multiple concentration actions; at least up to a cap, like Int Mod or something. Even not counting summons and companions, it would be nice to concentrate on multiple spell effects at one time without standing there like a tree.

@Greystone - Our group had the opposite experience; our Ranger had a Cat and a Heavy Crossbow, and did a LOT of burst. The cat ended up critting a number of times as well, so maybe the dice were on our side. I was also playing Cleric and kept the kitty healed. To hear yours got one-shot. . . Wow. They should on average have as much hp as an elf wizard; so they are certainly on the squishy side, but that also means that thing could have one-shot a PC. Let’s hope the math is just a bit less swingy.

What about a level 6-10 ability that is a 2 action ability which lets you give orders to a number of companions equal to your charisma mod?


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Sebastian Hirsch wrote:
Squiggit wrote:
Boomstik101 wrote:


I feel like paizo is going for more of a "If you want to do x, play y class", sort of like they did for Starfinder. If you want to deal damage, play a soldier.

That's sort of my worry. IMO the fact that using certain options (particularly melee weapons and skills in SF's class) on the 'wrong' classes is such a laborious, unrewarding effort is one of the worst aspects of Starfinder as a system and one of the most common points of criticism I see leveled at the system.

Likewise seeing features that force certain classes to wear heavy armor to function properly seems needlessly concept restricting too.

Quote:
level 17 is the level for the PCs in the last playtest adventure.
I know, but in 2e it's probably not going to be the point at which most campaigns are played.
I could be wrong, but wasn't the first AP supposed to end at 20?

Not just end at 20 but get to 20 a fair amount away from the ending so that players can enjoy 20th level


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I'd like to see poison from the alchemist act like bombs but with key differences to set them apart.

Essentially you can create a number of poisons per day equal to your half your level + intelligence mod or however the number of bombs you can use is created.

Ideally poisons would be less immediate damage then bombs but would have debuff effects or damage over time that would make them a viable choice.

Class feats based around poison I can think of off the top of my head.

1. Whenever you create a poison you can choose an ability score that the poison damages or you can choose for it to deal normal damage. If you choose an ability score maybe it takes up 2 uses of create poison.

2. You can apply poison to a weapon in a way that the poison will remain active for 24 hours. It takes 1 minute to apply the poison in this way.

3. Enemies immune to poison can still be affected by your poison but only if they critically fail a fortitude save against it.

4. Your poison is so toxic that you merely need to hit the enemies touch AC to affect them with the poison.

5. You become immune to poison

6. You can create your poison to act in various ways, ingested poison does way more damage will kill someone on a crit failed save, a gaseous poison that is weaker/easier to save against but affects a large area. Maybe make #4 fit here as a contact poison ability that is weaker than an injury poison but obviously is easier to affect people with?

7. If you miss you don't lose the poison (that would be like level 2)

8. You can create a poison that slows opponents, paralyze opponents, makes them susceptible to other poisons etc (each would probably be it's own feat you choose)


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I love the new Kobold designs for this edition, they are something I really want to play instead of the skinny little lizards of 1st edition. Even better is they are still burrow living, trap loving reptiles that I can use to ruin my player's day.