Elf Archer

Sheid Darkrain's page

Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Neils Bohr wrote:

I've been given the go ahead to play an evil Cleric in an upcoming campaign. I just found out there would be a paladin in our group, and I'm wondering how to hide my aura of evil from him from the start. I'm hoping my bluff skill, I picked trickery as a domain, will be enough to keep the paladin at bay, but I'd like some ideas on how to keep it from him.

The issue is compounded by the fact I was intending to raise and control some undead minions. I can always try and bluff that as well, but I'm not sure how often "I was able to save their life and they've devoted their lives to serve my church. Also they've taken a vow of silence" will work.
I'm open to both role playing and mechanics ideas.

This is a little outdated and a necro but for anyone wanting to do this take a look at Channeler of the Unknown. Not PFS legal that I know of but certainly fine for a homebrew. Thanks


Barnabas Eckleworth III wrote:
It's a bit hubristic to come on and say ,"this way is confusing. My way is better." You'd give a +130 bonus at level 13? And a +200 bonus at level 20? Wow!

I meant a static bonus of +5 plus your level plus your ability score as a master and a +10 plus your level as legendary. So a 20th level Legendary blacksmith would have a +30 +their ability modifier. Not a multiplied version as they have in the system. I didn't really like how they handled skills in OG PF but it was built upon fixing 3.0 and 3.5. This doesn't need to be a multiplicative version of that. Won't let me edit my original post or I'd clarify there. I'm not saying their system is bad. I'm perfectly fine with it. I played HERO which is far more involved. I'm saying if what they are wanting is streamline this isn't really it. The least math the better.


Kerobelis wrote:
I think they meant level +0, level +1, level +5, level +10. At least I hope that is what they meant.

Yes, that's what I meant. My bad there.


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Skills:

Untrained, Trained, Expert, Master, Legendary: I believe these are all the new categories of skills. I like the new depth but I believe the -1, 0+level, +1/level, +2/level, +3/level dichotomy will confuse new players. Also a lot of the unlocked feats for Master and Legendary don't live up to its name. I'm thinking if I run a playtest I'll change it -1,0/level,+1/level,+5/level, +10/level as bonuses to rolls. I'd keep the original bonuses for items created via skills. I thought the goal for PF2 is to streamline and make it easier for new players to understand. Throwing feats at everything is confusing at first. I love the built in flexibility and customization related to the feat system but it needs to be more cohesive.

Domain Abilities:

Why are these not given a short write up under the Cleric Class Description? It took me far too long to figure out what domain abilities actually did. I don't like them being intermingled with spells.

Feats:

Everything seems very feat driven in Pathfinder 2. I actually like its versatility but I'd prefer a system more like Star Wars: Edge of the Empire's talent trees if that is what we are doing now. The Pathfinder feat trees remind me of the days I played World of Warcraft. That is not necessarily a good or bad thing. It can be difficult for beginner's.

I love gaining new skills/powers/spells/class abilities/etc and augmenting the ones I already have, but I think the whole system needs more cohesion and clarification at the moment. Unlike a lot of the people here I have faith that Paizo will fix what needs fixed and do what needs done. There is a difficult balance in customization and remaining streamlined.