Imeckus Stroon

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swoosh wrote:
Watery Soup wrote:
I am asking Paizo to either scale back their promises or make some minor wording changes.

And it's cool that you feel that way, but acting as though you're speaking for everyone with similar issues and as though your perception is an objective fact about the situation isn't conducive to a healthy or meaningful discussion on the topic.

Insulting people who don't share your viewpoint certainly isn't either.

I don't really have a horse in this particular race, but I feel like you're misconstruing Watery Soup's words here. From what I've seen in this thread, Watery Soup has presented their arguments in a calm and rational way. They are points that I'm not everyone will agree with, but at no point did I see them insulting others or claiming to speak for the entire disabled community. (I can see how the last paragraph might imply that, but the context of that is just Watery Soup and their son from my interpretation)

Depends on where your campaign is at, really. At level 10, the Master Monster Hunter feat makes it so you only need to invest into Nature for your Knowledge checks. I definitely think it's worth investing in if you're starting your campaign that high level. Even before then, it isn't to hard to get trained in at least 3 of the big knowledges and that will get you a long ways.

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N N 959 wrote:

The Precision edge alone makes you competitive in physical damage and Hunted shot let you be great with bows.

What is the official (or even your) definition of "competitive" and "great"? I see these qualifiers thrown out a lot and curious as to people feel justified in using them.

I assume they're going off of Citricking's analysis of expected damage by level comparisons, which can be found here. For spending one action, Precision bow Ranger seems to be the best damage dealer bar none. It starts to fall off as you spend more actions to shoot arrows, but considering the OP is hoping to make a spellcaster anyway they'll probably just be using those other two actions to cast spells.

It just seems strange to me that there isn't some way to improve that time or at least some sort of exception for consumables. The book at least concedes that consumable and ammunition can be made in batches, but I don't understand why the level 1 PC who is Trained in Crafting will take the exact same 4 days to make a batch of 10 regular arrows as the level 20 PC who is Legendary in Crafting. That 4 day period feels like it's too long to rely on for a PC who is using Crafting to subsist in the wild on their own without having to go back into town for ammunition every adventuring day. It may be better in practice than it sounds on paper, though.

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Peat wrote:

Mechanically it reads like it’s per creature/prey so you have to make each time even against different creatures of the same type.

Flavor wise, maybe you’re not identifying just based on ancestry but even more detail than that (represented by it needing to be a Critical success rather than normal)

So less of ‘Goblins are scared of howling creatures’ and more ‘That goblin has feathers in their armor, it means they fight like a berserker and swing wildly’.

Just a thought/justification.

That's a good way of approaching it, I think. At least when doing per enemy, there's the potential for a better roll next time when rolling a failure rather than being stuck with that roll for the entire encounter.


Monster Hunter Feat 1


You swiftly assess your prey and apply what you know.

As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey.

When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.

Hypothetically, let's say a party is in an encounter against group of goblins. The party's Ranger uses Hunt Prey against a goblin and has a critical success on the Recall Knowledge roll as part of the action. A round passes and the party is able to use the bonus from Monster Hunter to take down the goblin. When it is the Ranger's turn again, they use Hunt Prey against a new goblin target and then.... what? As written, I feel it implies that the Ranger needs to do a roll every round again to try and recall again what goblins are weak to which doesn't make much sense to me. The only other way I could think to interpret it is to have that bonus previous Recall Knowledge roll carry over to the new Hunt Prey targets if they are the same type of creature, but I feel like that interpretation might make it too strong. How do you all think this should be interpreted?

This looks great! Has any of the math been done for any of the Reload 1 weapons? I was thinking of making a Precision Ranger that uses a Halfling Sling Staff but was curious as to how much of a DPS loss that would end up being.

On page 240 for the Subsist action, it describes that on a critical success you "either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living."

Are there any actual mechanical differences for a character that is granted a comfortable living versus a subsistence living? I haven't been able to find anything in the CRB about it and as far as I can tell just exists as pure fluff.

GameDesignerDM wrote:
Odraude wrote:
Arachnofiend wrote:
Odraude wrote:
keftiu wrote:

Y’know, you could phrase this thread as “how long until the content /I/ want?” instead of “the current options are boring” and not broken anything.

We’re having four new classes playable in October and gonna have bare minimum 15 archetypes by the end of this year. Complain that you don’t like what we’re getting, sure, but there’s 0 comparison to 5e’s glacial release cycle.

Just curious, where is the listing for these classes? I'm looking for the 2e APG but I can't seem to find it anywhere.

Investigator, Oracle, Witch, and Swashbuckler. There's also going to be 60 pages of archetypes so plenty of toys for the existing classes to change up their style.
Right, but I don't see the APG 2e under the products section. The only upcoming book I see is the GMG for 2e
They just announced it at GenCon for release next year at GenCon. I doubt it'll be up until... next year at some point, after the Class Playtest in October.

Out of curiosity, did they specify that those 4 classes are the only ones that will be released in the APG next year or just that those will be the only ones in the playtest in October? It would be cool to be surprised with other new classes in the release whose mechanics don't need to be playtested as such. That said, with 60+ archetypes I'm sure I'll be pretty overwhelmed with options for it even if that isn't the case.

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Actually, d20pfsrd already has their PF2 site up, although it's still very clearly a work in progress.

Mad Beetle wrote:

I think that someone forgot to put in some text about Adamantine armors, so far, it just seems like they are made of a dark metal and cost a lot more.

Maybe I am looking the wrong place, if so, can someone please tell me where in the book it is?

I skimmed through the Armor and Materials sections, but the only real mechanical difference that I can really tell is that armor made of Adamantium would have higher Hardness and HP than normal armor.

QuidEst wrote:

Playtest had a cool Cleric domain power to create a feast. I was wondering what that looks like now?

EDIT: Thanks! Not terribly surprising; I didn’t see them keeping the ability to just pray for more food every 10 minutes.

I don't remember seeing a domain power to that effect, but

one food themed domain power that I like the flavor of is the first level domain power for the Indulgence domain is called Overstuff. It magically fills the target's mouth and digestive system with food, causing them to become sickened 1 on a failure or sickened 2 on a critical failure.

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I would definitely argue that the General feat to increase a weapon's proficiency to Trained is a trap option. One could just use that general feat to pick the Adopted Ancestry general feat instead (which lets you choose ancestry feats from an ancestry of your choice) and then use two ancestry feats to pick up the 1st level weapon proficiency feat for Humans and the level 13 feat to match class proficiencies.

It's admittedly a 3 feat tax, but most ancestries are already paying a 2 feat tax to do it with their ancestral weapons. The tax of a general feat seems like a fair price to match versatility of Humans.

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NemesorTzeentch wrote:
Is there any way to increase proficiency in a weapon above "trained" (e.g. non monks and unarmed attack)?

This is going off of memory since I'm at work right now, but just using General feats there's no way to increase a weapon proficiency past just Trained. So for Unarmed Attacks, multiclassing may be your best bet.

However, if ancestral weapons are more your speed, most ancestries (if not all) have some sort of 1st level ancestral weapon feat. From what I saw, all ancestries that have this 1st level option also have a level 9 ancestral feat that allows your ancestral weapon proficiencies to increase whenever your class weapon proficiencies increase, so building around a specific ancestral weapon that your class doesn't normally have is completely viable.

NemoNoName wrote:

Thanks for the quick answer! So a wasted cantrip slot if playing Transmuter.

And power isn't really impressive either... How many actions to activate? And how long does the target have to use it? Playtest was 2 actions and until end of next turn, which was terrible.

It's still only until the end of their next turn, but it's now only a single action.

NemoNoName wrote:

If someone can please check what Transmutation cantrips are there (only playtest one was Sigil, which is not that useful), and what is the first level Transmutation power (again, playtest one gives +d4 on Acrobatics, Athletics, or Stealth which is ridiculously weak). :)

Pretty please! :)

The only Transmutation cantrip is still Sigil.

As for first level power, it allows you to give a character a +2 status bonus on their next Acrobatics, Athletics, Fortitude, or Reflex rolls.

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The one reference I've found to item quality so far are in the sections about purchasing armors/weapons with special materials. You can get a "Standard-grade" piece of Mithril Armor around level 11 and then there's a following entry for "Higher-grade" Mithril Armor with an item level of around 17 if I'm remembering correctly. However, I wasn't able to find out what the actual difference between those two things were when I was looking through the CRB last night. Unfortunately, the obligation of work is keeping me from poring over it some more.

Darkwynters wrote:
On page 511, there is a character wealth table, can you explain “lump sum”? Does it mean a character can have coin and items or just coin. For example, a 3rd level guy starts with one 2nd lvl and two 1st lvl items and 25 GP... or 75 GP total.

I'm fairly certain that the Lump Sum column indicates the total value that a character of that level is supposed to have. In other words, if you want your players to pick out their items from scratch, you just give them the Lump Sum to work with rather than the stuff from the Permanent Items and Currency columns.

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A level 1 character is someone I've always felt is better than the average person in their chosen specialty, regardless of their class or age. In fact, starting age for me always varies wildly depending on the campaign setting and the character I'm playing. In my current campaign, my Ratfolk Arcanist started things off at age 16, which is actually getting close to middle age! He spent most of his life pre-campaign living with his parents, helping out in the shop, buying beginner level magic books, and daydreaming about being a master spellcaster until he finally enrolled himself in the militia on a whim in order to force himself to take action and grow.

Really, the main times I've ever felt any sort of "dissonance" are when you start comparing long-lived races with the short-lived. When you start comparing the starting ages of a wizard between a kobold and an elf, you have the kobold with the suggested starting ages of 16-26 years old and the elf with suggested starting ages of 120-170 years old. Clearly the kobolds know something about learning magic that elves don't!

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Going off of the entry for persistent damage in the handbook (pg. 323), I would say that's not the case:

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

baggageboy wrote:
Darkling36 said wrote:
And you can change one of them every level. So if you take step up you can change that for step up and strike.
Can you expand on this? Where does it say you can do this? Is it possible to take replace I feat with one that has the replaced feat a a prerequisite? I didn't think you could do this...

I think Darkling36 is talking specifically about the Adaptive Fighting feat, which allows you to to choose three combat feats and choose to benefit from one of them 1 minute a day. The feat specifies that you can switch out one of the three feats every time you gain a level.

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My favorite rules quirk that I've heard about so far is the Shuttle Bay in the starship building section. A Shuttle Bay takes two expansion bays and can hold a size Small or larger ship. BUT, both Small size ships (Shuttle and Light Freighter) have three expansion bays. You can put a ship inside of your ship and actually increase the amount of storage you have!

The rules do specify that a Shuttle Bay can only be added to Huge or larger ships, so it's impossible to go infinite with it.

Bigguyinblack wrote:

If I increase my intelligence from 14 to 16 at level 5 do I get 1 extra skill points or 5? And do I get a new language?

Same question for intelligence augments.

I couldn't find the answer in the CRB.

You do! It's under the Leveling Up section in the beginning:

If an ability score increase results in a change to an ability modifier, don’t forget to adjust any statistics that rely on that modifier, such as attack bonuses, saving throws, total skill bonuses, Resolve Points, Stamina Points, and the DCs of class features and Spells. Note that ability score increases are effective retroactively; when your character’s ability score increases, it increases his total number of ability-based statistics—things like Resolve Points, Stamina Points, or skill ranks—as if he had the higher value at previous levels as well. ny_Ability_Increases