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Pathfinder Rulebook Subscriber
![]() 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 ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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 ![]()
Pathfinder Rulebook Subscriber
![]() Temperans wrote:
I can't speak for objects but you're thinking of "basic saves" which follow the Critical Success=No 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. ![]()
Pathfinder Rulebook Subscriber
![]() Temperans wrote:
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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() WatersLethe wrote:
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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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) ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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 ![]()
Pathfinder Rulebook Subscriber
![]() Bardarok wrote:
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 ![]()
Pathfinder Rulebook Subscriber
![]() 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 ![]()
Pathfinder Rulebook Subscriber
![]() AnimatedPaper wrote:
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 ![]()
Pathfinder Rulebook Subscriber
![]() 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.
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. ![]()
Pathfinder Rulebook Subscriber
![]() Clonky Bob wrote:
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 ![]()
Pathfinder Rulebook Subscriber
![]() 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 ![]()
Pathfinder Rulebook Subscriber
![]() 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
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item
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Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() 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. ![]()
Pathfinder Rulebook Subscriber
![]() LordVanya wrote:
The minion spends one of it's actions listening to you and making sure it does what you tell them to do correctly ![]()
Pathfinder Rulebook Subscriber
![]() Pumpkinhead11 wrote:
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? ![]()
Pathfinder Rulebook Subscriber
![]() Sebastian Hirsch wrote:
Not just end at 20 but get to 20 a fair amount away from the ending so that players can enjoy 20th level ![]()
Pathfinder Rulebook Subscriber
![]() 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) |