Eriniell

Sammy T's page

FullStarFullStarFullStar Pathfinder Society GM. 1,339 posts (1,683 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 4 aliases.


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Shadow Lodge

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I've always wanted the Monk to be like an Oracle, with Schools (or Paths) instead of Mysteries. While archetypes helped scratch that itch, I always wanted the flavor baked in.

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Quick correction to #2: Unarmed is Agile/Finesse by default

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graystone wrote:
Sammy T wrote:
Graystone: humans have the Unconvemtional Weaponry feat...which would make this all the more hilarious if I were so inclined.
Only if your human took the lowest human height and grew a beard too. You could complain about elves too. And maybe always have a stein in your other hand. ;)

STOP GIVING ME IDEAS

Shadow Lodge

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Fuzzy: Well, let’s give this dragon staff monk a shot in the L5 PFS playtest.

Graystone: humans have the Unconvemtional Weaponry feat...which would make this all the more hilarious if I were so inclined.

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I'm making a L5 Monk who would use Dragon Style for kick attacks and use his hands to hold a Bo Staff for a 1-action Parry (+1 Circumstance bonus to AC).

Am I missing something or do you not need proficiency in a weapon to use its traits like Parry? This would make my monk even more hilarious ("Oh this stick? I just use it to keep things away...I don't even know how to use it. The real weapons are my FEET!")

Shadow Lodge

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Confirmed Assurance works with trip/grapple.

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Assurance might make the 3rd attack maneuver palatable if there are other condition/circumstance/etc penalties in play besides the MAP.

You can forgo rolling a skill check for your chosen skill to instead receive a result of 10 (do not apply any of your bonuses, penalties, or modifiers).

Shadow Lodge ***

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HERO POINTS
Your character earns Hero Points for performing heroic
deeds or tasks and can spend these Hero Points to gain
certain benefits. Your character starts each game session
with 1 Hero Point. The GM can award Hero Points when
PCs perform further heroic deeds or tasks, or when players
do something special for the group. For the characters’
actions, this all comes from the story. A character
needs to do something selfless or daring beyond normal
expectations. Players add Hero Points by taking on at least
one additional responsibility, such as bringing food for the
group, keeping a map of a dungeon, or taking notes.

Each game session, the GM should award no more than
1 Hero Point per PC for in-game actions plus 1 Hero Point
per PC for out-of-game actions. This number can be higher
for game sessions longer than 4 hours.

Your character can have a maximum of 3 Hero Points
at a given time. These points can’t be saved up over the
course of multiple sessions; at the end of each game
session, your character loses all Hero Points.

Spending Hero Points
Spending Hero Points doesn’t require your character to
take an action, a reaction, or a free action.

• Spending 1 Hero Point allows you to stave off death.
Anytime you gain the dying condition or your dying
condition increases in severity (see page 296), you can
spend 1 Hero Point to lose the dying condition entirely,
even if the increase in the dying condition would otherwise
cause you to die. If you have 0 Hit Points, you also go to
1 Hit Point.

• Spending 2 Hero Points allows you to reroll a d20 roll. You
must use the second result, but if you fail, you regain 1 of
the Hero Points you just spent. You can’t spend Hero Points
more than once on a single roll. This is a fortune effect.

• Spending 3 Hero Points allows you to act one extra time in
an encounter. You can spend the Hero Points on your turn
to increase your number of actions for the turn by 1. To take
an extra reaction when you’ve already used your reaction
for the round, you spend these Hero Points when the trigger
for that reaction occurs. You can’t spend Hero Points to use
additional actions or reactions if you can’t act.

Describing Heroic Deeds
Because spending Hero Points reflects heroic deeds or
tasks that surpass normal expectations, if you spend a
Hero Point, you should describe the deed or task your
character accomplishes with it to the other players.

Your character’s deed might involve a lesson learned in
a past adventure, could be spurred on by a determination
to save someone else in the encounter, or might depend on
an item that ended up on their person due to a previous
exploit or social interaction. If you don’t want to describe
the deed or don’t have any strong ideas about how to do
so, ask the GM to come up with something for you. This
can be a collaborative process, too. The GM might remind
you of a long-forgotten event in the campaign, then have
you fill in how that comes back just at the right time.

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Simply purchase an oil of flying for 2pp.

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Hero Points seem like an intrinsic part of the PF2 system and I haven't seen anything official specifically disallowing them. Are we using Hero Points in the Playtest or not?

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...that we DO or DON'T use Hero Points in PFS playtest?

Shadow Lodge

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Barbarians, whose class ability makes it easier to be crit (!), should have their key ability read "Strength or Constitution"

Shadow Lodge

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From the work of Reddit user BlackBacon, I created a spreadsheet for myself to look at how a Combat Maneuver specialist stacks up.

In the Playtest Bestiary, it appears the REF defense is almost always lower than the FORT defense. All hail trip, our new king of combat maneuvers?

A little hyperbole there, but trip has been given some love in PF2. It works on creatures up to 2 sizes larger than you (up from 1). On a success, a creature is tripped; on a Critical Success, it also takes 1d6 bludgeoning damage--while not much, it does make those Nat 20s or Critical Successes feel good at the table. Another boost is that Trip now inherently works on flying creatures (Prone Condition: “If you’re Climbing or Flying when you would be knocked prone, you fall instead.”) Critical failure, as always, is you falling prone instead. Trip also has substantial weapon support (13 weapons, but half are gated as Uncommon weapons).

Grapple is a mixed bag but definitely has been nerfed from it’s PF1 incarnation. You no longer can grapple creatures much larger than you (2 sizes larger max), but you only need one free hand and suffer no penalty for using just that one hand. You can no longer maintain a grapple and damage at the same (with one monk class feat exception)--in the 3 action economy, it seems like you are expected to Grapple with one action and then Strike on subsequent actions. There is no grappling “flow”--your opponent’s status can fluctuate between Grabbed and Restrained from round-to-round depending on how you roll...with no way to progress from Grabbed to Restrained. Currently, there are no rules for tying up a foe. Finally, Critical Failure is really bad for a grappler now--your opponent can reverse the grapple and give you the grabbed condition or force you to fall prone! Grapple has no weapon support.

Thoughts?

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BretI wrote:

My problem with animal totem is that the way I read their anathema they can’t use bows.

How rare they supposed to deal with flying opponents?

In my mind, that alone made it a totem I would never take.

Also (someone will have to double check me) they are trained in unarmed but don't get the monk-like ability to deal lethal with their unarmed strikes. So, if they're not raging, they can only do non-lethal damage, correct?

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Secret Wizard, what do you think of an Elf monk with the Shield spell via ancestry feat?

Shadow Lodge

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That +2 on subsequent attacks is canceled out by the MAP of -5/-10.

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Each attack counts toward your MAP. You can see this in the monk preview blog.

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Yes. Since you're taking the multi-attack penalty on the second attack, it shouldn't be much of an issue.

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Unless I missed something, reach weapons no longer have the donut of death?

Reach wrote:

This weapon is long and can be used to attack creatures

up to 10 feet away instead of only adjacent creatures. For
creatures that already have reach with the limb or limbs that
wield the weapon, the weapon increases their reach by 5 feet.

Shadow Lodge

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Quote:
When you critically succeed to identify a target you're hunting with Recall Knowledge, you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species. The creature is bolstered.

Couple of questions!

1) "a target you're hunting" -- Does this mean 'the focus of Hunt Target'? Or any creature you're just regularly hunting/tracking. I know that's nit-picky, but this is a level 1 feat and probably should be very clear.

2) "you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species" So, if we're fighting a pack of 5 wargs, and I critically identify one, the bonus doesn't carry over to the other creatures in the same combat?

3) What action is using Recall Knowledge? Since there's no [[(X)]], that would be free, correct?

I know we don't have all the pieces yet, but it doesn't seem that fun to fight a group of identical creatures (which happens a lot) and have to spam Recall Knowledge on every single one you target in succession in the hopes of a critical success for a one-off bonus. Is there a feat/ability that lets Recall Knowledge work for all the same type of creatures in a single battle, or at higher levels, the same types of creatures over a period of time (like hours/level)?

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GentleGiant wrote:

Not a blog as such, but the Paizo live show right now is going through creating a character (including showing the character sheet), with Jason Bulmahn.

Linky

Front of character sheet
Back of character sheet

Are 'Hero Points' renamed 'Spell Points'?

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You don’t share a square when grappled or pinned.

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Stunning Fist should be renamed because its titular effect occurs only on a critical hit/crit save fail combo. I understand the legacy aspect of keeping the name, but imagine new monk players discovering how rarely it actually lives up to its name.

Shadow Lodge

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Obviously, I need to sit down and play the monk at different levels for a true read, but my concerns seem to be in line with those being posted already. Also, “Flurry of Blows” as previewed does not feel like FoB...might as well call it Double Strike or somesuch. And 0/-4/-8/-8 for full round of attacks feels like Flurry of Misses all over again. (And if the intent is move/Flurry/(other 1 action ability) it really doesn’t feel like a FoB)

Honestly, this preview has me feeling just whelmed by the PF2 Monk. Here’s hoping there will be an engaging archetype for it!

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The Sanctioned Content Key reads:

Sanctioned Content: Legal Character Levels
Part 1: In the Jackal’s Shadow: 11–13
Part 2: Oblivion and Sand: 12–14
Part 3: Flesh for the Famine Prince: 13–15

However, the chronicles are:
Part 1: In the Jackal’s Shadow: 10–12
Part 2: Oblivion and Sand: 11–13
Part 3: Flesh for the Famine Prince: 12–14
Bonus: Bonus Chronicle: 13-15

I'm guessing I should use the Chronicle level ranges vs the Sanctioned Content Key ranges, correct?

Shadow Lodge

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Quote:
A rage lasts 3 rounds, followed by a round of fatigue. While you're fatigued, you can't rage again, but once that round has passed, you can enter a new rage, with a shiny brand-new set of temporary Hit Points to go along with it. You can do this as often as you need during the day!

In case anyone complains about this, I'd wait to see if there is a class feat available that extends how long a rage lasts before fatigue sets in.

Shadow Lodge

To quote the full concealment rule:

Quote:

Total Concealment

If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance

If you can't see the target, you're targeting the square they're in with snaking infusion. The GM has the right of it.

If you want to move around the corner and kinetic blast without repercussion, you're gonna have to eat that that miss chance until you get something like Tremorsense or Blindsight.

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Reinald, the Dirty Fighting feat takes care of that.

Nicholas, I decided to forgo the Kitsune line. I think this character is stalled around L4 or so...been GMing a lot and playing my grandfathered Wiz 2/Cleric 1/Mystic Theurge X recently.

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My CN worshipper of Rovagug worked well in PFS parties because I crafted a specific POV and personality for him that allowed for him to work for PFS yet be true to Rovagug. Also, he constantly courted converts during combat due to the PCs' obvious talents for destruction and bloodshed 3-4 times a scenario.

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Just an idle thought every time I see item quality referenced, I kind of wish that instead of:

Poor, Standard, Expert, Master, Legendary

It went:

Poor, Basic, Expert, Master, Legendary

If only for the three middle levels as a light reference to the D&D BECMI boxed sets. Such a weird and minor thing to think about, but every time I hear "Expert" and "Master" I keep flashing back to those classic box covers.

Shadow Lodge

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HWalsh wrote:
Why are you people so insistent to take it away from us?

Wow, so much to dissect in that sentence.

Shadow Lodge ***

Not much is developed for high level play because the demand isn’t there. This thread is from 2014 is relevant because it shows PFS uses reporting to help determine what they develop. I wouldn’t be surprised if we see the same same pyramid of PFS-specific scenario availability — lots of low tier, decent amount of mid-tier, some high-tier and very limited Seeker-level support supplemented by sanctioned mods/APs.

Also, I’m flagging this to be moved to the PFS playtest forum so it might get a little more discussion by PFS peeps.

Shadow Lodge ***

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Major reasons why PFS wouldn’t divert limited resources to fully support high-level play:

1) Investment of resources vs interest: It’s been stated by campaign leadership that the vast majority of reported campaign play is in the lower levels with a significant drop-off once you hit seeker-level play. It takes more effort to build a higher level scenario that’s balanced...and would only see play by a very limited subset of players.

2) High level encounters can take longer: This is a PF1-specific observation as we haven’t seen the PF2 system in action yet, but with the swingy, rocket tag nature of high-level play, one group’s ROFLstomp is another group’s dragged out near-TPK. Yes, you can see this at low levels, but at high levels there are so many abilities, spells and counters that things can slow down to a crawl...but when you have the requisite 3-4 encounters in a game store where time may be at a premium, it can be problematical.

Shadow Lodge

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What levels are your other PFS characters? Because as some of the other posters have pointed out, a skill monkey that cannot contribute effectively in combat is basically handicapping the party and putting them at a disadvantage.

The thing about PFS is that almost any character concept can "work" through L5--the early tier scenarios are (generally) very forgiving. After L5, when PCs are expected more and more to pull their own weight, "support" or "skill monkey" builds can be problematical when they can't contribute meaningfully in combat. After L9, if you can't contribute in combat, everyone else has to work to make up for you.

Now imagine if your character was the 5th person, kicking the scenario from the 4-person to the 6-person adjustment--can your character contribute enough to counter that adjustment? Otherwise it's basically a 4-person party taking on an encounter balanced for 6 people.

Right now, your character dips THREE 3/4 BAB classes and has 10s in STR and DEX. So, martial prowess is not your forte. You have an INT of 20...but your main spell progression (bard) is CHA-based--so offensive spells due to low DCs are off the table.

You are going to get 3-4 combat encounters per PFS scenario--some can be avoided, some can't. What can you do when it can't be avoided? Every character should have a main option in combat, a back up option in combat and an out-of-combat role. While your OOC role is clear, your in-combat abilities are severely lacking.

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The issue of free and swift actions while Nauseated came up previously and was FAQ'd:

Quote:


Nauseated and Actions: Does the nauseated condition really mean what it says when it says “The only action such a character can take is a single move action per turn” or does it just mean I can’t take a standard action?

The nauseated condition really means what it says. You are limited to one move action per round, and not any other actions. Compare to the staggered condition, which says “A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions.”

So, Nauseated condition would prevent the character from using the free attempt to escape the grapple when placed in a hazardous square.

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Heads up: the convention table accidentally re-lists the conventions from the top of the table.

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Brie Sheldon once blogged about the problematic origins of Half-Orcs and corresponded with Paizo's former Editor-in-Chief F. Wesley Schneider and Creative Director James Jacobs.

You can see Wes' original e-mails in the blog post and much lengthier follow-ups in the comments. While the back-and-forth exchanges are primarily concerned with Half-Orcs, you can absolutely see how this would apply to Goblins in PF2.

While here are some selected excerpts, I suggest reading the blog/comments for the full comments and more context...but you can see how it struck me in relation to Goblins.

James wrote:
First, regarding half-orcs… the direction we took with them in their racial description is one we went back and forth over, and in the end we decided to go with the darker, grittier version. Golarion (and Pathfinder) often skews toward mature topics, and while we did tone down the language a bit for half-orcs, retaining their brutal and depressing origins was important to us. Certainly not ALL half-orcs are the product of orcs raping humans, but orcs ARE intended to be evil creatures in Pathfinder, and that’s one way to ensure that point comes across. Especially when there are other very popular game worlds where orcs are presented almost as the good guys. In the end, each and every player gets to choose how his player came to be, and in this case, having a half-orc PC whose parents were loving is a great way to set that character apart from the histories of most half-orcs.
Wes wrote:
Ultimately, despite many of us having strong personal reactions toward and opinions about elements of our campaign setting, we felt that it was important to include them, taking our setting from the PG status of many games to something closer to PG-13 or even a hard R. It’s our philosophy that facing such elements, including them in our game, and treating them with the gravitas such serious and often personal topics deserve is far preferable to pretending they don’t exist. This is a position that will lose us book sales and will turn off some customers. We know that, and ultimately that is each consumer’s decision. I certainly would not let my 10 year old nephew loose in a library of our works without context and guidance. But Pathfinder is also a game about choices. The game works just as well without halflings, rangers, and lizardfolk as it does with them. So if there’s any element a GM doesn’t want at her game table, the game is entirely hers to customize, and I believe the stronger for it.
Wes wrote:

That’s what excited me so much about Brie’s emails, article, and the discussion I hope will follow. The Pathfinder Roleplaying Game’s pedigree stretches back not just through decades of roleplaying games but through more than a century of fiction. In the context of such a tradition change is sometimes revolutionary, but more often it’s evolutionary. In the case of the half-orc, we didn’t want to be subtractive in our updates to the 3.5 rules set, and in including them in our rules and stories hearkened to a tradition I suspect started with Tolkien’s Uruk-hai and had been propagated through roleplaying games since some of their earliest days. The creators of those early games, the sensibilities of those times, and the players of those games are not the creators, sensibilities, and players of today, though. Our inclusion of half-orcs in Pathfinder erred on the side of tradition, but there’s obviously work to be done. You can read my thoughts and accounting of our thinking on half-orcs above, but I hope everyone views that for what it is: a starting point.

Personally, I think it’s time half-orcs evolved as a race beyond their stereotypes and assumptions. I think they could be excised and replaced with another race that better satisfies players who want to play “monsters.” Alternatively, this race has seen almost a century of development—maybe it’s time to take them back either in the direction of more mystical origins or for world builders to start acknowledging that yes, humans and orcs can interbreed and the result has led to half-orc communities that present a healthier environment for all members to flourish. That’s doesn’t have to be a “good” society, for folks who like their orcs evil and half-orcs taboo, but it could be a more balanced culture, bringing the focus of what makes a half-orc exceptional back around to their alignment, and not just racism and tragic origins.

Wes wrote:
Making major changes to races thoroughly established in our world’s continuity is more difficult, though. Saying that there’s one moon today then saying there’s two moons the next is going to raise a lot of eyebrows. With something established, there needs to be logical additions or evolutions. With orcs, maybe those of a lot of areas are crazy–damaged by their exposure to the deepest of Darklands radiations–but maybe that’s not the case all over. That’s a bit tricky considering how strongly so many players feel about orcs, but I don’t think it’s undoable. Half-orcs are easier, though, and I think more discussions about the race of a child born of half-orc parents (or a half-orc and human) will be coming up in the near future. My take is such children will be half-orc (we are NOT going the route of decreasing percentages when it comes to half-races), giving that entire race much more potential to know and not hate their parents. There’s definitely room in the stories we tell for whole communities of half-orcs seeking the comfort of their own kind, though I can’t say quite yet what shape something like this might take as our published works. Ultimately, though, we built the Pathfinder campaign setting to be a place where players can indulge any type of game they want. That’s why we have a viking-themed country, a necromancer’s paradise, an Egyptian-styled region, gothic horror land, Conan-land, knight country, and tons more all on the same map. If we’ve got room for all that, we’ve got room for happy half-orc families and the occasional good-aligned orcs. With additions like that, including the comparatively dull rainbow of human variation should be a breeze, but we always need to know what we’ve missed, so keep letting us know!
Wes wrote:
I have a half-formed theory here about racial backgrounds and whether PCs embrace them as part of their characters or seek to be exceptions. Like, you certainly get plenty of elves that grew up as elves in Elfland, but far fewer half-orcs or drow who grew up as exemplars of their race. That might have a lot to do with those being less than typical heroic races, but subject matter might factor into some decision as well. Needs more data.

Shadow Lodge

Evilserran wrote:
In our local PFS chapter, if you succeed at the spell DC you can spellcraft the "tingle" you felt. If you dont have spellcraft, oh well, if you fail, oh well. Visibility is irrelevant, though if you make it you will now be paranoid looking for invis casters.

Yeah, that’s not RAW.

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I'm sitting on a lot of unused boons. Again, I'm all for a fresh start...but I would absolutely support Option 4: Boons for Benefits--but only if they were communal for the entire table and only one boon total could be burned (i.e. only one player could contribute their boon). I'd be more than glad to burn an old Boon to grant 1 floating re-roll to the entire table to be used by anyone at the table, 1 floating point of resonance, or other team-based benefits that don't skew the game too much in the players' favor.

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New rules and new system? Fresh start. However, I have no problem with a subsidized system as outlined in Option 2.

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GM STARS
New rules and new system? Fresh start. However, I have no problem with a subsidized system as outlined in Option 2.

CHARACTER REBUILDS
New rules and new system? Fresh start. In fact, while I look forward to creating new characters and forging new adventures, I'm sure when PF2 materials support more options I'll recreate my PF1 favorites and will want to play them from L1.

BOONS
I'm sitting on a lot of unused boons. Again, I'm all for a fresh start...but I would absolutely support Option 4: Boons for Benefits--but only if they were communal for the entire table and only one boon total could be burned (i.e. only one player could contribute their boon). I'd be more than glad to burn an old Boon to grant 1 floating re-roll to the entire table to be used by anyone at the table, 1 floating point of resonance, or other team-based benefits that don't skew the game too much in the players' favor.

PF1 REPLAY
I'd be fine with unlimited replay in PF1 when PF2 launches because support for PF1 will stop (be phased out?). Option 2 with a favored character seems like a fine compromise.

PLAYTEST
Works for me--but I hope you open up the prize table to consideration before you lock it in.

Shadow Lodge ***

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QA and production issues aside, with the proliferation of online play, does the online domain become its own “region”? What if every one is physically in the same region (let’s say the Great Lakes) but play online—can they play GL exclusive scenarios or are they limited to online region exclusive scenarios?

Honestly, it’s enough of a bummer that certain scenarios require being at a Con or can only be run by someone with X amount of stars. Adding regions is not personally enticing to me as a GM or player.

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Perhaps you should post in the PFS PLAYTEST forum ;)

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Whoops! Flagging to be moved over PF rules forum.

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As PF2 takes more developer bandwidth with the impending playtest this year and subsequent launch next year, what lingering rules issues do you wish the developers would FAQ/Errata for PF1 before they turn their full attention to PF2?

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Pizza Lord wrote:
2) You are under greater invisibility and you cast ill omen: If there's something that the target can observe (in this example, that likely means 'hear', if you have verbal components), then they receive a Spellcraft to identify the spell you are casting.

You have to be able to see the spell to Spellcraft it. Hearing the verbal components alone does not work.

Quote:
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.

Shadow Lodge

As a special ability it still needs line of effect but not line of sight (per the ability).

1. No

2. Yes

3. Expect table variation, but I feel that would fall under the same purview of the DC 20 Concentration check when blinded

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D20PFSRD released their official character survey results, which includes a section on archetypes. (Google Drive PDF link)

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SPECIFIC ARCHETYPES

Barbarian - Urban: More control over your rage. (sidenote: Invulnerable Rager should be baked into base class IMHO)

Bard - Archaeologist: Selfish-style bard done right.

Fighter - "Classic" Lore Warden: A Dex/Int combatant based around maneuvers and knowledge.

Druid - Goliath: Becoming a giant defender of nature is fun.

Monk - Tetori: Who needs magic when you can bodyslam a baddie to death.

GENERAL ARCHETYPES:
If PF2 is creating general archetypes that any class can take, I always looked for these kinds of archetypes:

An Inspiring Archetype: Exemplar Brawler, Sensei Monk, Evangelist Cleric, Freebooter Ranger, etc. You have the ability to be a team player without being locked into being a bard.

A Maneuver Archetype: Maneuver Master/Tetori/Underfoot Adept Monk, Brutal Pugilist/Untamed Rager Barbarian, Bounty Hunter Slayer, Cad/Lorewarden Fighter, etc. Whether you want to be the master of one technique or many maneuvers, having the ability to successfully use maneuvers regularly brings options to your base kit.

A Supplementary Healing Archetype: Either adding healing spells to an arcane list or bolstering the (meager) options already present, this kind of archetype is always welcome in a party for someone who doesn't want to be a primary healer but can heal in a pinch.

A Mobile Combatant Archetype: Scout Rogue/Mobile Fighter/Dervish/etc trading out armor/weapon proficiencies for more movement and special bonuses to attacks when moving changes up the style of combat and tactical decisions you would usually make in combat.

Shadow Lodge ***

Dang. No Verdant Grappler.

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