Seagull

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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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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."