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I have now seen this feat in action in a couple of sessions, and the -20- foot penalty is absolutely brutal, the stunned one on a crit fail is already pretty backbreaking, but the combination is something that worries me a lot. Especially if you want to use enemies from PF2, but even in the recent playtest adventures, a lot of enemies get reduced to 5ft movement speeds (because even if your movement speed is reduced to 0 you can still move 5ft as an action), and especially if they are written to use area weapons, it tends to break their tactics, and how they are supposed to work. My suggestion would be to either remove a higher speed penalty than -10 ft. from the game or at the very least limit it to -15.
I am prepping this on short notice, though I could manage to watch the stream where TMun ran it for Jenny and Jon Compton, so I am already a bit familiar with it. My one big question is regarding the Shimmerstone Exposure disease: Page 5 wrote:
Unfortunately, the scenario is unclear how often exposure happens and what level the disease is (relevant for counteracting it). The DC would be correct for a level 12 affliction/disease (and that seems compare well to the level 11 Brain Worms disease on page 89 of GM core that uses the standard level 11 DC). Since multiple exposures to the same disease have no effect (source player core page 430) it might not matter too much if the players are fast, though the stupefied condition will be very brutal for any spellcaster.
The striker operative exchanges proficiency with martial guns for a similar proficiency with unarmed and one-handed melee weapons (as long as they have the agile trait) - unfortunately, the level 5 class feature "Master Gunner" does not give the crit specialization for those melee attacks, it still only provides that effect to guns for which the operative has expert proficiency. That feels like an oversight, and as my group currently builds characters for Empires Devoured, a change would be most welcome. Starfinder 2 playtest wrote:
STarfinder 2 playtest wrote:
A recent errata included this text that at least showcases the intention for how it work, it seems like an oversight: SF2 playtest wrote:
Pretty simple, the main condition entry on page 256 of the playtest handbook says: page 256 wrote:
A number of classes and items interact with the condition but the effect is only detailed in the Solder ability (other than on the condition description above): Page 111 wrote:
Clarification would be appreciated, personally, I am going with the more general condition description rather than the reference in a class ability.
Short clarification requests regarding the following lores, which are granted by backgrounds and mentioned in the skill chapter as sample lores: -Physical Science Lore granted by the electrician background
As these used to be fully featured skills in Starfinder first edition, could we maybe get an explanation of what they are supposed to cover? Right now they seem comparable to some very broad lore skills or class features with a custom lore skill that allows you to recall knowledge about everything (Bardic lore being an example). Previously guidelines about lores indicated that they should be pretty narrow, undead lore is a pretty famous outlier here, which brings me to ask the question above.
Clarification request: The content on pages 5-6 seems to be missing a map, especially since they include a hazard with a listed trigger range and an encounter. - Map on page 7 and description on page 8.
I believe that this should be avoided at all cost if possible (and as part of the are description it might be easy to miss, so I felt like mentioning it here in either case).
Thank you, regular errata are very appreciated particularly for those of us with at least one leg in the org play sphere.
Hey everyone, signups for our event have opened a couple of days ago, but we are still adding scenarios to our schedule as people offer to step up to GM. At the time of writing, we offer English/German/Finnish/Italian and French tables. Of course, since this is the replacement for CoNFuSiOn in the Netherlands and AB-Con in Germany, many of you might already be planning on how to enhance your experience with the usual convention things like snacks, lack of sleep, and as many showers as possible^^ If you already have some plans, please feel free to share them ^^ For those of you who have not found our convention just yet here are links to our Warhorn page and Discord.
It seems unclear if or when the Evolution Points reset. Options might include:
This seems to be pretty important since it might open up some out-of-combat use for those abilities. Unfortunately giving players an incentive to extend combat duration, does seem at least a bit problematic.
Glad to read that Gencon is supporting a charity with the ticket sales ^^ Edit. And for those that are not familiar with discord, I usually suggest for players to consider installing the actual software, as the browser version can be a bit tricky. If you want to test your microphone setup before your games, there are plenty of org play discords available ^^ You really do not want to learn the finer points of that program when you are about to start your session ^^
The box is looking great, however I have a question. Will this product be using the full PFS2 ruleset or a limited ruleset like previous products?
Just started prepping it, but that custom map really is enormous, that works for an online game, but I have tables that will have a hard time fitting this map and the normal detritus players bring to the table. I am starting to prep it soon for an online table, that will likely tell me how much of the actual map I need to print or draw. One thing about the character art, it is very subjective, but I really like the art in this one, particularly the first two illustrated NPCs and would like to see more from this artist.
The official character sheet can be seen in the current blog, and unless I am mistaken a local publisher also promoted their crowdfunding fora localized version with a preview of that sheet. Regarding that sheet I have a couple of requests: - Can we please get a version that takes less ink/toner to print? The one from the blog seems almost wasteful, but a lot of us are going to have to print a lot of them for our events to help players create their characters. - Could we please get access to a pdf of the normal version (and printer friendly if at all possible) as soon as possible, ideally today but in all honesty a week before the launch would still help a lot.
I guess the same is true for all those players wanting to quickly create their characters and play them at Gencon. Thank you for taking the time to consider these suggestions.
Our current plans are to open registrations on the 30th of June, right now we are still waiting for a couple more GMs to sign up - or not as the case may be, before finalizing our offerings. If you want to attend and have any requests or have needs that require special consideration, please let me know ASAP. https://warhorn.net/events/ab-con-autumn-2019
I apologize if the issue has been raised before, but I just wanted to make sure that I mention it, since it has been a factor that was very unwelcome among my players. Right now the effect of nat. 20 is that characters will be able to reach a critical result, while those who have invested into a skill might not even have a larger crit range (the option to achieve a critical success by rolling a result that is 10 higher than the DC).
Early in the playtest (and later towards the end) my player requested more impact of proficiency and less impact from items (removing the bonus to skills from some items might help, since right now they are absolutely essential, and this was not the case in PF1). That is one problem, the second one is rather more problematic: A Nat 20 usually means that the check is a success, that might be fine for some situations, but looking at something with a set DC like: From the Playtest handbook wrote:
And Page 292 wrote:
Right now, anyone will eventually crack the DC 45 safety deposit box at level one, and even high-level Barbarians will fail at breaking a fortune cookie. Without having the ability to take 10, that is a bit of a problem, and I feel that the old rules of nat 1s and 20s not being relevant (in PF1) for skills, might have been a good thing, at least when it comes to a situation like this. Could we maybe add something like "if the DC would require the player to roll higher than a 20 to succeed, even a nat 20 is not a success", so it does not fall on the GM to define what is impossible for a particular character?
The following question came up recently about the Demi Lich here are the relevant parts: Someone said wrote:
My question is regarding the Staff Gems ability, how often can a Demilich cast spells from the staff - is it limited by the number of charges a normal staff would have (staff of necromancy at level 13 has 9 charges) or can you spam spells from your staff and you are just limited by your 20 resonance? I assume the excessive version is the case since this would actually give the create a bit of versatility when it comes to casting (just changes the source staff and you change the spell repertoire). How do others read it, this might be and translation issue on my end, and it made a massive difference.
I played this character in playtest scenario 2 Raiders of Shrieking Peak, and it was very efficient, to the point where I got complaints from the other players and the GM.
My aim was apparently to replicate the magus archer I never got to play in PFS, but frankly considering the options I was given this build made a lot of sense to me: Statblock for my Archer:
Archer mage v1 Level 5 Elf
Elf wizard 5 Elf, Humanoid Percep +5; Senses low-light vision -------------------- Defense HP 56 Hero Points 1 Res 6 -------------------- TAC 21; AC 23 Fort +9 (+10 to recovery saves.); Ref +8; Will +7 -------------------- Offense -------------------- Speed 20 ft. Wizard Arcane Spellcasting Prepared (CL 5th; ranged +4) . . 3rd—fireball, magic missile . . 2nd—glitterdust, resist energy, see invisibility . . 1st—burning hands, true strike, true strike . . 0 (at will)—detect magic, electric arc, ray of frost, shield -------------------- Statistics -------------------- Str 12 (+1); Dex 18 (+4); Con 16 (+3); Int 18 (+4); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +6, Arcana +10, Athletics +3, Crafting +9, Occultism +10, Religion +5, Warfare Lore +9 Feats Fighter Dedication, Magical Striker, Quick Identification, Reach Spell, Toughness, Trick Magic Item, Weapon Elegance (elf), Weapon Familiarity (elf) Languages Celestial, Common, Elven Other Abilities arcane focus Other Gear scale mail, composite shortbow, elven curve blade, staff, arrows (10), arrows (10), arrows (10), arrows (10), arrows (10), [i]lesser healing potion[/i], [i]minor healing potion[/i], [i]moderate healing potion[/i], spellbook (blank)s (2), purse (80 sp) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
The build is pretty simple, I went with the fighter multiclass since I didn't want to deal with mage armor which is just worse than actual armor if you want the highest AC. In theory I could also have picked up armor proficiency as a general feat, but that would only have given me light armor, and since I am pretty much stuck with a +4 Dex bonus until level about level 15 where I can hit 20 (22 with a magic item) this seemed like the most effective option to keep my AC up and avoid getting to many crits. Of course, I already like that kind of character. The bow was also kinda forced by the current system, right now a lot of spells (and all of the cantrips I have chosen) take 2 actions to cast leaving me with another free action. Reach spell was actually useful, but the bow just made a lot of sense for that last option and synergized very well with my build. Magical striker really made the whole build work, and I felt very effective. If I were to follow that build I would pick up point-blank shot and switch to a longbow. Right now "have a ranged weapon that does not take 2 hands" seems to be the smart choice, which is unfortunate since it makes it very unlikely that I will be able to regularly wield my staff. If I could point out something that is too good, it's like the Fighter multiclass dedication feat is a bit too good (giving me 2 feats and a couple of other benefits I am not actively using thus far). --- Of course, this build also shows, that just focussing on casting is not currently very appealing I already had problems to find fitting items for some of my playtest characters, and most of the items available to spellcasters are not available yet. Would it be possible to get a damag variant of the clerc feat "healing hands"? To allow pure casters a somewhat effective option to improve their casting? --- Another thing that came up while I was researching this character, is that duellist wands exist, and I would prefer to get some way to get that functionality added to my staff (but that might be a somewhat personal issue). Upgrading my staff as a weapon (since magic staffs are starting as expert weapons) seems like a neat idea, and even if they just add an item bonus to attack and damage rolls with spells (not unlike the staff of healing) that could give those pure spellcasters an outlet for their gold and prevent them from feeling forced to use a bow or crossbow. --- I had fun playing the character, but though I have gotten the feedback that True Strike might be too good (in general, good enough the Iomedae cleric also used it in the same game, combined with weapon surge).
About Erek TulmoonAttack:
melee 18/13/8 (-2 p.a). Dam +7 (+13 p.a) Defence:
Ac 27. T 19. Ff 23. Saves F18 R16 W19. Energy resistance 5 (fire, cold, electricity)
Spell resistabce 14 vs evil spellcasters Racial stuff:
Energy resistance. +2 diplomacy and sense motive. Pyrotechnics 1/day. Dark vision 60' Traits:
Blessed +1 saves. Defender of the society +1AC Feats:
Power attack: -3 to hit for a +9 damage bonus
Martial weapon proficiency: falchion Extra bane (3). Extended bane (+wis mod). Judgement surge (judge as if 3 lvls higher) Cleave Armour of the pit Combat reflexes Teamwork feats:
Outflank - +4 when flanking Precise strike - 1d6 damage in melee Pack attack - ally's attack allows me to take 5' step Phalanx fighter - +1 bonus to AC and saves against evil creatures per each adjacent ally Duck and cover - can take an all's reflex save Class abilities:
Judgements (see below) Monster lore - Add Wis mod and Into mod to skill checks to identify abilities and weaknesses of creatures. Stern gaze - bonus on intimidate and sense motive of 0.5 x lvl. Cunning initiative - Was and Dex count on initiative rolls. Detect alignment at will. Track - bonus of 0.5 x lvl on survival checks to track. Solo tactics - All companions are treated as having the same teamwork feats. Teamwork feats (see separate spoiler) greater bane (see separate spoiler) Discern lies - 1/lvl/day. Second judgement - can pronounce 2 judgements instead of 1. Stalwart - if fort or will has a reduced effect then successful save negates entirely. Exploit weakness: on a confirmed critical, ignore DR, negate regeneration (1 round) and do extra +1 dam per dice rolled Bane:
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Judgements:
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Domain powers:
Touch of good: Standard action touch 1 person and grant bonus to attack, skill check, saves = 0.5 level. use 6/day Aura of protection: Standard action 30' protective aura. +2 Ac and saves plus protection from evil bonus. Duration = 1/day/level spells per day:
6x0, 6x1, 5x2, 5x3, 4x4 1x5 Equipment:
Standard adventuring gear (clothes, belt, belt pouch, backpack, blanket, bedroll, whetstone, flint and steel etc.) Weapons: Cold iron Kukri Sling 30 normal bullets 10 silver bullets 10 cold iron bullets Magic stuff; +1 Ghost Touch Dark leaf cloth armoured coat +4 cloak of resistance +1 Falchion +3 Ring of protection +2 Belt of physical might (str/dex) Spell components Money: 350 gp Favoured class bonus:
5 additional HP. 2 extra skill points on intimidate and monster lore spells:
Lvl 1:
divine favour ear piercing scream heightened awareness Hide from undead Interrogation Protection from evil lvl 2: Cmw flames of the faithful lesser restoration Righteous blood see invisibility lvl3: Aura of inviolate ownership Cast out searing light x2 Zone of truth lvl4: divine power Freedom of movement Holy smite judgement light description:
He is tall and lean, almost painfully thin. He is dressed in black. Leather trousers and a coarse shirt. His long coat, made of a unusual cured material fastened to his neck, the high collars and wide brimmed hat covering his features. Features that set him apart and instill a reaction of immediate dislike, fear even. His face is gaunt and angular. He is unnaturally pale. His mouth filled with sharp pointed teeth is set in a determined grimace which gives him an unsettling aspect. But it is his eyes that provoke the strongest reaction, that inspire fear in some, uncertainty in others. They are hard and flinty with a smokey red tinge. Ringed with dark circles they have a haunted look, as if they had witnesses horror beyond imagining. His hair is white and is swept back from his forehead, revealing two small but distinct horns, only an inch or two long, but enough to suggest he is hell spawn.
He moves with an economy of motion, a delicate grace that seems at odds with his diabolical aspect. Over his coat he wears a bandolier from which hangs an unusually curved long dagger from the other. Across his back is a long curved sword with an ornate double grip and an heavy, razor sharp blade. |
