Anthropomorphized Rabbit

QuidEst's page

Pathfinder Campaign Setting, Companion Subscriber. 5,248 posts (5,433 including aliases). 16 reviews. No lists. No wishlists. 10 aliases.


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Pathfinder Campaign Setting, Companion Subscriber

Thank you! That's every bit what I was hoping for!


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Inquisitive Malefactor wrote:
Is the new Mesmerist capstone less blatantly evil than the last one?

I don't have the book yet, but based on what was posted earlier:

Spoiler:
Almost certainly.

"Piecing Gaze" is pretty much guaranteed to be less controlling than "Rule Minds".

In the unlikely event that it isn't, you can also choose from The Boss, Deep Magics, With This Sword, Won't Stay Dead, and Perfect Body, Flawless Mind.


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Feros wrote:
Master Pugwampi wrote:
Rysky wrote:
What are some fun things you can do with the Fireball trick?

Stuff!

:p

** spoiler omitted **

Ooh, interesting... some of those will depend on what you have to pick up as requirements, but these sound really neat.

I’d love to hear the generalities of Prestidigitation or Unseen Servant if someone doesn’t mind!


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Sharrakor wrote:
Andrew Mullen wrote:
Could any kind soul list the spells that get Magic Trick feats?

** spoiler omitted **

David knott 242 wrote:
By the way -- What do they say on the last page of this player companion, where they formerly gave a preview of the next player companion?
The usual "Next volume" section is just not there. The "Would you like to know more?" just gets more room, but not necessarily more content.

Heck Yes. My favorite two spells? That’s great.


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At this point, I'm most curious about the familiar capstone and what spells are covered by the spell trick feats!


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masda_gib wrote:
Deadmanwalking wrote:
masda_gib wrote:
I'm exited to see the blog entries about the setting updates. I'm curious which AP results get to be cemented in the setting.

They've already explicitly said all of them. All assuming victory for the PCs.

Now, that does leave some ambiguity about those with multiple possible endings, mind you, but they're all going to have happened.

Okay, let me rephrase: I'm curious how they put in the details of the results. Such as, what is the new canon kingdom in the stolen lands? How is Irissen ruled now?

Some results are straightforward - the worldwound will probably be closed and in the few years not much will have settled there.

They've talked about the Stolen Lands- the new kingdom isn't going to be described, just left as a vague new kingdom that nearby regions are keeping an eye on. (With Kingmaker getting ported over, 2e groups can flesh that out themselves.) Paizo won't be writing future adventure paths in that particular spot. I don't recall what they said they were doing for Irrisen, but it was at least mentioned in one of the interviews.


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I'd very much like my Enchanter to be able to get a familiar right off the bat without that determining his human ancestry feat. If not, I'm glad he's human so I can still get a familiar at first level.


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There are at least some duration improvements.


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PossibleCabbage wrote:
Loreguard wrote:
The weakness of the new multi-classing system is fundamentally, that it does not truly allow for the 'I changed My path' form of character development.

How often did this happen in first edition that wasn't something like a pretext for a character to have both monk and barbarian levels? It feels like if you really have something dramatic happen that fundamentally changes who you are and what you care about, letting people retrain as another class after significant downtime is a better option.

After all, if your wizard forswears the use of magic ever again after being party to some bit of magic gone horribly wrong, letting that person retrain as a barbarian, rogue, or fighter makes more sense than "vestigal wizard levels."

In PF1, you usually needed to talk to the GM if you wanted to abandon a class and still have a workable character. Now you need to talk to the GM if you want to abandon a class. And, the tradeoff is things like "my Wizard can devote themselves to Nethys (Cleric casting) without needing to learn less wizardry", which I think is a good deal.


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Hybrid classes took a couple years in PF1. Even Magus wasn’t available for a while. We’re substantially further along than PF1 started, and it’ll improve from there.


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FedoraFerret wrote:
Interesting. Does anyone recall any of the OO characters using or referencing a Lore skill? Because if any skill can be used for Knowledge, then Lore can easily be replaced by doing the same for Practice a Profession.

I don’t think they’re going to scrap the ability to be a good cook. A lot of people like that sort of thing, myself included.


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Themetricsystem wrote:

I have a STRONG suspicion that ALL Classes are going to get another starting Class Feat at level 1 and that ALL Multiclass Dedication Feats are going to get moved down to level 1 in order to help facilitate the huge number of hybrid classes from PF1 that DON'T have to wait until level 2 to "come online."

At least, I'd like to hope it turns out that way.

That seems unlikely to me. You're already picking an ancestry feat, a skill feat via background, and possibly a class feat. Four feats seems like a bit much to throw together all at once for new players. I could be wrong about that, but if so, I really doubt they'd add the rather dizzying possibilities of every multiclass feat in on top of that.


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… And backed! It'll be nice to have a campaign on hand, in one volume with an included PDF.


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I'll be portraying it as a hasty fix that trades immediate problems for ones that need some time to recover from. Try it again before they've had a chance to recover from the first time, and you're just doing as much damage as you're fixing.


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Hmm. Aasimar and similar ancestries could have a heritage that connects them with their non-outsider side more closely. A heritage that swaps out your stats/speed/size for that of a non-outsider ancestry and lets you take their feats as well. Then it's more up to you whether you want your planetouched race to focus on their planar side or their material side.


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Warped Savant wrote:
QuidEst wrote:

- Early in PF1, so they don't have to cut out any classes. (Strange Aeons without the Occult Adventures classes would be unsatisfying.)

- We'll be getting early kingdom-building rules in PF2.

That touches on two concerns I have...

Kingmaker was the second AP to be written for the Pathfinder system and there were some places where it showed that NPCs/enemies should've been other classes but those classes didn't exist yet. (The Old Beldame and Irovetti immediately spring to mind).
The kingdom and mass combat rules in the AP were a test and then they were redone for Ultimate Campaign. I'm a little concerned the same thing will happen with PF2E. (But that being said, other than Build Points being 4,000 gold everything else might be able to stay the exact same, or close enough).

Hopefully the subsystem is tested enough to not have to be fixed later on down the road.

Fair enough on that first one. I can live with "probably no worse on it than Kingmaker's first pass."

With regards to the kingdom and mass combat rules, if they're changed later it'll be with added "testing" from the AP. I'm just happy to get something to work with before we hit a core book dedicated to it.


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5e is just getting a bestiary, it seems like? That level of support can be assembled pretty quickly by PF1 fans, since the monster stats are freely available. I'm not sure where Paizo's rules stand on posting the stats of the NPCs/bosses for conversion purposes, though?

In any case, cool! I'm excited for this. If I were to pick a PF1 adventure that I'd like to see converted to PF2, this would be it.
- A cool concept that would be tricky to repeat in a new campaign.
- Early in PF1, so they don't have to cut out any classes. (Strange Aeons without the Occult Adventures classes would be unsatisfying.)
- We'll be getting early kingdom-building rules in PF2.
- Also, just getting to start things off with an extra AP for PF2, one that's well-rated and is getting a second pass.


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I really like the idea of the TWF feat for Rogues. I’ve been looking at how little investment I can make in getting reliable sneak attack in order to free up multiclassing feats, and a reliable first-level option is a real boon.


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Roswynn wrote:
QuidEst wrote:
Bards can use instruments for verbal components. I’d just allow that for mute characters with other casting classes, or do something equivalent. Maybe create a special one-handed tool for casters to produce sounds with, and people can train in that rather than using their voice.
Mmm... doesn't work for me. I hope Paizo doesn't go with this. Makes all casters too bard-like, and the special tool to produce sounds with... to me, it sounds a bit silly. Just my tastes of course.

Oh, I really wouldn’t expect Paizo to do this. This is just what my houserule solution would be for a specific character request to avoid balance issues.


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Bards can use instruments for verbal components. I’d just allow that for mute characters with other casting classes, or do something equivalent. Maybe create a special one-handed tool for casters to produce sounds with, and people can train in that rather than using their voice.


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Thanks, this is really handy for sending the books to my friends!


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Pathfinder Campaign Setting, Companion Subscriber

- Just give absent people experience. Playing a game with friends is its own reward, and if that isn’t enough motivation, their reason for being absent is good enough.
- Give bonus experience to catch up.
- Just translate the punishment to something simpler. Miss a session? Level up one session later than everyone else.


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I'm a subscriber for the early access. Instead of getting the book at a set date, I get it at an unknown point before then. It's a nice surprise! Otherwise I'd just get the PDFs.


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MaxAstro wrote:
Was prophesy part of his domains? I have definitely had other people tell me he was a god of prophesy, so I wonder if it's a running misconception or if there is something in the source material to support it?

His portfolio includes "fulfillment of destiny", his holy text is "The History and Future of Humanity", and he had a pretty big prophecy about him (manifest and usher in a golden age).


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"When I say jump, you roll how high!"

GMs who know the rules will be able to say, "You crit succeed and jump an amazing seven feet towards the moon."


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I'm extremely happy to not need to seriously hurt my character's effectiveness to do light opera (Act, Sing, and Comedy).

Craft and Perform are already weak skills. Letting them be more general is taking away a needless fetter on them.

In answer to the initial question, though, we haven't had any indication of the skills being changed up. It'd be surprising to me if they got a lot of strong feedback on that from the playtest, and without strong feedback on it, they're likely going to go with their initial plan.


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I don’t think “crit on AC+9” is good for the game. It’s appreciably slower to check that. Not that it’s long, but hearing “I got a 25” now requires knowing if that’s from the dude with the war razor or not and adjusting crit-AC accordingly.

In general, weapon properties should only require work from the person using them. Have a different MAP from agile? You can write that down in your attack listing. Crit on AC+9? That puts work on the person hit since they’re the one checking against their AC.


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Themetricsystem wrote:
Midnightoker wrote:

You're not alone.

Again, that was as a Class though, the concept I am certainly willing to entertain.

That's what I've been thinking. Make it an Archetype like Cavalier with its own Prereq: Ability to cast Summon Monster & Cha 13, and then bolt the E on with the base Dedication and allow you to do more cool stuff to improve/evolve your E as you gain Class Feats to spend on it.

The only problem I could see with this is people who want to summon their E at first level but honestly... I don't really think it makes much/any sense to have a character with NO practical experience who is able to just magically summon a perfectly built-to-spec monster/outsider/devil/diva/angel/whatever from another dimension that serves them as a permanent plane-bound slave at level 1 anyhow.

I’d much rather have it as a class. The folks who want the archetype still get that with the multiclass dedication. As a class, it can receive ongoing support and enough space to differentiate outsider types beyond, say, generic fiend vs. generic celestial. (As for the class flavor at level one, I’d certainly like to be able to have characters whose reason for adventuring is an outsider choosing them. Having a lesser demon pal is a bigger deal than a trained lion/tiger/bear, but I can see that gap being one of not also focusing on casting.)

Hmm. It’d be kind of cool to have the outsider type as a class path. Then you could throw in a feature or two for the Summoner off of it.


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I’m fond of PF1’s focus on the fiend side of tieflings (rakshasas and kytons are very different, after all), but it also would be cool to be able to give demonic lineage to a gnoll or drow.


Pathfinder Campaign Setting, Companion Subscriber

Animal companions are feat-based features, designed as an add-on to full casting. Summoner would probably have their eidolon as their central class feature. Looking at animal companions and saying eidolons can't be fun is like looking at multiclass casting and saying Wizard can't be fun. Wizard is weaker, sure, but not to the point of the multiclass casting version.

Hypothetically: Summoner starts off with an eidolon and one focus spell. The focus spell summons a creature if you don't already have a summons (including your eidolon) active, or heals your active summons if you do have one.

Eidolon starts by picking the outsider type, like a Druid's animal companion selects an animal. It's got slightly better stats than an AC, but falls short of a Fighter's accuracy or Paladin's AC. Then, they select one additional first level ability from a menu. (Rather than points to spend, an eidolon might have leveled slots.)

Summoner dedication feat probably grants the focus spell first, and then goes to an eidolon with feat-gated leveled slots.

As the Summoner levels up, the eidolon gets more menu items and one or two upgrades from their outsider type, the Summoner gets improvements to things like how much the eidolon does without needing a Summoner action, and feats can be spent either on improving the eidolon or getting more focus spells.

My approach isn't perfect; it's leaving Summoner as more of a useless appendage than before to maintain an eidolon's strength. Maybe you can give Summoner some cantrips instead of that focus spell, and non-Eidolon summoning is a specialization and/or feat set?


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Fuzzy-Wuzzy wrote:
What kinds of things inflict Doomed?

No idea yet, but it does seem to be designed as a “drop everything to get it fixed” condition much like negative levels were.


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oholoko wrote:
Darkwynters wrote:
What is the Doomed condition?
Special condition that was announced during an podcast.. For now we know if you get to Doomed 4 you die, not much outside of that.

Doomed reduces what Dying level kills you. Doomed 1 means Dying 3 is fatal. Doomed 4 would effectively be Dying 0 is lethal, so you’re just dead.


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Geistlinger wrote:

Anyone else who got their Beginner Box get one yellow base mixed in with the otherwise all black bases?

Anyone know what the reasoning for that is?

Not mad or concerned, by the way, just curious. :D

If you’ve got two identical enemies, different base colors are handy so you don’t need to remember Mook A vs Mook B for recording damage. If you’ve got 3+ enemies, it’s good for distinguishing a leader or an ally.


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Really looking forward to getting some new classes! Definitely one of the big things I’v been hoping to get fixed was the cramped feeling from only having seven classes.


Pathfinder Campaign Setting, Companion Subscriber

Just a thought- I wouldn’t expect more than an extra 1/3 level tacked on. 20/3=6.6..., or +6. That’s the difference between trained and legendary, meaning that’s enough to feel like you need to advance a skill just to avoid getting worse.

I’m assuming that skill bonus items aren’t as big of a thing, though.


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I really appreciate the monitor obediences being explicitly compatible with Evangelist and the other similar prestige classes. For one, Evangelist is much more compatible with Summoner, and having your demigod send an eidolon is pretty cool.


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Stone Dog wrote:
These blogs are like going to a fancy dinner and getting served pictures of food instead of appetizers. At least it looks nice!

Well, we’re showing up a couple months early. In our metaphor, I think we’re getting pictures of what we’ll be served when it’s actually time for dinner.

In other news, I enjoy the furry tank look on Droomi.


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Feros wrote:
QuidEst wrote:
Ooh, nice! I'd love to hear a little about the prestige class if anybody's got the time, means, and inclination. Thanks! Very excited to get my copy.

OK, first I would like to address a mistake I made earlier:

Thomas Seitz wrote:
So...I don't suppose we'd get a feat listing?...

I replied there were no new feats. I forgot this:

** spoiler omitted **

Sorry about that! Now on to this:

** spoiler omitted **

Thank you! Those are some tricky flavor prerequisites, but that sounds very cool.


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Ooh, nice! I'd love to hear a little about the prestige class if anybody's got the time, means, and inclination. Thanks! Very excited to get my copy.


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Xenocrat wrote:
Ediwir wrote:
Franz Lunzer wrote:

What I really hope for is that the table isn't called "difficultiy DC per level" or some variant of that.

I hope the column is to be headlined "Task level" or "encounter level" or so, so no one can argue that it is referencing the PC's level.

Yes please, we had enough of those people in the playtest.

Now if we just could also write them a note saying how some things are not skill checks, we’d be golden.

(Classic “why should my wizard with Str10 lift a boulder over his head” posts. TLDR he can’t, it’s too much bulk)

“Why can my wizard grapple or shove around a colossal dragon if he can’t lift a boulder over his head?”

Don’t tell your wizard, but the dragon is humoring him.


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Deadmanwalking wrote:
3Doubloons wrote:
Deadmanwalking wrote:

The Unbreakable Goblin is a Con 10 Sorcerer with 16 HP, so it's probably a flat +4 HP at 1st level (and possibly more thereafter).

Just something I noted while getting caught up on the Oblivion Oath videos.

Jason told us (when Zel had an extra ability boost he wasn't supposed to have) that he hadn't checked the character sheets shown in the preview, so they could (and did) have mistakes. In the actual game, Qundle only has 12HP (6 from Sorcerer, 6 from Goblin and 0 from Con, as in the playtest).
Ah. Interesting. I wonder what the heck Unbreakable does, then?

Qundle can take an extra dent before breaking.


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Dante Doom wrote:
Well from the stream, now it appears that you can cast a spell without problems when you are grabbed (even if it has a manipulate action)

Keeping in mind that Sorcerer can substitute somatic components for material ones- so we don’t know anything about material components yet.


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Something to do away with nat 1 crit fails for skills in some fashion. I’ll homebrew it, but it’d be nice to have a balanced option. (With hitting trained in a skill being so important, I might set up something where expert means it just causes failure for a skill, and master causes it to be treated normally.)


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Roswynn wrote:

Wait, I'm reminded of at least one kind of TN outsider: the aeons. A champion emulating them, for instance, would most of all advocate the cause of preserving the correct functioning of the universe and stop those who try to alter its laws for too long and on too big a scale. Preserving existence, more or less dispassionately, even if that might mean today evil has to win (which neutrals would normally still oppose on the mere basis that good is better than evil).

Aeons are getting promoted to the primary LN outsiders in PF2.

I’d look at the gods. If they can build something that could follow Gozreh, Nethys, or Pharasma, then they’ve got a decent TN Champion. Dunno what that looks like, personally, but we’ll see eventually.


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1. Class feats replace talents/discoveries/etc. Only now, every class gets them.
2. Three actions, one reaction. Multiple attacks take iterative penalties, and spells are one action per component.
3. Yeah, but proficiency is different, and there are some other changes (Sorcerer is no longer strictly an arcane caster, for instance).
3. Character creation’s stat gen is nice, yeah.
4. Doomsday Dawn was to playtest with. It was designed to get useful data first and foremost.
5. Archetypes are class feats. It like archetypes trading talents/discoveries, but now you trade the ones you want. We will eventually get class archetypes (PF1-style archetypes that trade fixed features out)- the core rule book includes the rules for them to come later.

1. Wizard includes some feats to support Magus-like play to tide you over. Magus is a pretty fundamental idea, so I’d expect us to get it at some point.
2. We have learned that the final version will have high strength reduce some armor drawbacks (movement speed at least).
3. Yep!
4. Very likely to be getting Witch eventually because it was one of the most popular non-core classes. Warlock was not a Pathfinder class; the closest was Kineticist.
5. No. This is just math; if you did one feat for each pairing of two classes, it would be 66 feats for core classes alone.


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I’m reiterating what you spitballed earlier because I was part of that conversation! I just tried to flesh it out a bit.


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Folks who are interested in audio-only: the Twitch mobile app has a setting in it so that when you leave the app, it will continue playing just the audio.


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My rough idea for mythic would have a few parts.

Some Legendary proficiency stuff already feels a little mythic. Survival lets you skip needing food, water, or air. Intimidate lets you scare someone to death. So, bump everything up a proficiency once folks hit mythic, and keep that up. At first, that means all skills are trained or expert. Once you hit third level, though, then folks start getting master proficiency in skills. And at seventh, now they can start getting legendary stuff. Doesn’t bumping up the numbers on everything by +2 just kind of cancel out? For some things, yes. But when you go to treat wounds or roll for a Bard ability, they still assume a lower a lower proficiency in the DC. Plus, all those skill feats are giving abilities earlier. At high levels, you’ll need to start figuring out mythic proficiency. It gives +10 instead of +8, and should probably have some pretty amazing skill feats and automatic perks. (A decent general effect would be nat 1s don’t get treated differently than nat 2s, and 19s are treated like 20s.)

The other part to this is adding in some mythic flavor. There should be some fixed stuff that everyone gets. Automatic bonus progression so that any weapon or armor becomes powerful in their possession (so all items are cool ones), some extra health, maybe a d4 mythic surge that progresses to d6, etc. Then, a menu of flavorful mythic abilities to choose from that don’t mess with balance any further. Immortality, grant followers spells, access to everything uncommon (since in theory it’s balanced against common stuff), an intelligent item, some sort of aura that affects low-level commoners in a significant way (permanent level 1 Remove Disease cast in a 100ft. radius, that kind of thing), etc.


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Druid is free to take Int if they aren’t a wild-shape order.

Fighter doesn’t get much from Con. With each “hit die” step now worth +4 Con instead of +2 Con, and with good Fort saves, there’s not much use. Dex stops mattering as much once you hit armor cap.

Monk can pick strong will save progression instead of grabbing Wis.

Paladins are heavily penalized at later levels for being out of heavy armor, so Dex is only fully useful up to the armor cap.

Sorcerer gets just about zilch from strength. Int is very easy to take over it.


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Midnightoker wrote:
Malk_Content wrote:
I don't think that is true. At level 5 I'll definately consider putting my 4th upgrade into Int. Thats +5 to a Skill of my choosing, that scales as I level up even further. Thats a pretty big advantage.

While it's not nothing, the impact of Int in PF1 is much more in regards to Skills.

If it allowed you to apply an Skill Increase in general I'd agree, but bumping to Trained is pretty much only going to have a lot of value at level 5.

At level 10, while your Skill does get an effective +12, you're still massively behind the curve of any of the difficult checks at that point (even more so for 15 and 20).

And even in the above cases, I think it's going to be rather difficult to justify not upping one of the "All inclusive 4" that is Con, Dex, Str, and Wis. A +5 to a Skill is only really valuable if you want that Skill and you really need to be trained to operate.

A +1 to Saves, Perception, better Bulk, better AC, or better HP are all good on just about anyone.

It's not as worse off as Charisma, but it's certainly not at the big boys table.

In the playtest, sure, but they’ve lowered the DCs on skills so that trained in a skill is relevant. An extra skill is going to be much better than bulk, unless you’re relying on melee attacks. I’d put Int below the the save stats, but solidly above Cha and Str.

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