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Since the introduction of the Leshy Ancestry, we now have a race with an unusual anatomy. I have issues with the Medicine skill uses being applied to a race which is a plant. I appreciate that the rules do not prevent it, but the same issue popped up in my Age of Ashes campaign last night, when one of the party used Battle Medicine on an Anadi NPC. I, as yet have not prevented any such healing activities in my campaigns, but it strikes me as soemthing that is indeed worth a discussion Thoughts.....
There are a number of posts about this subject in the forums and each one goes off into some interesting sub ideas and concepts. Getting back to the core question however I would like to start a post of simple yes or no's towards the following points. 1. Should Sense Motive be an individual skill, separate from Perception. 2. Should Initiative be separate from Perception. Please don't draw this thread off into a tangent as their are plenty of threads that are already discussing this. Can you you please cast your votes with one line answers.
There have been a number of bold steps in the play-test so far, and I really like the concept of the variant spell domain sorcerer. I do think however that to really make this class different from the Cleric, Druid and Wizard in relation to spell-casting, they should follow the spell point system for all casting of sorcerer spells and move them away from the vancian system. Leave the system in place for the other casters, but make sorcerers based truly upon raw power.
After running my 1st session with the playtest rules last night, both I and my party felt that a big issue with the rules is that once again, the cleric is reduced to heal bot. Additionally, unless the cleric focuses everything on healing by maxing charisma and taking two heal spells at 1st, the party are really suffering, especially with the new crit rules (which I love btw and my group don't dislike them). What I cannot abide is the need for a group to get half way through a dungeon and then wander back out for a night's rest. This generally leads to one of two schools of thought. 1. You leave the dungeon in the exact state it was in with minor changes (those monsters just get caught in that time weave). 2. The monsters reorganise, making the whole going and resting exercise pointless. So it seems to me that this was often a problem in PF 1 as well as many other popular d20 games. PF need to address this. One thing I discovered in another d20 game a few years back was the ability to carry out a Refresh action during combat, which allows your character to restore some hit points. I believe that this is a really good idea and adapted to PF 2 could go something like this: REFRESH
You take a breath and possibly patch up some minor injuries. You cannot be suffering from any conditions to take this action, and you forfeit your chance to act during the current round (including reactions). Unless you’re targeted by 1 or more attacks before the start of your Next Turn you may at that point as a free action recover 1d10 + 1 per level hit points. If you are targeted by any attacks during this period (whether they hit or not), the activity is wasted. You may use this ability a number of times per day equal to your Con modifier. Go on Paizo give it a go, you know you want to. I can already hear all of the sighs of relief coming from the party clerics across Golarion and other worlds.
Hi, I am looking to recruit 1-2 new players for an ongoing pathfinder campaign. I am a GM with nearly 30 years experience and have recently started moving my games online. I currently use D20 pro for the online battle grid and skype (although I am looking at discord as an alternative option)
I currently use Herolab for character generation but this is not a requirement. I use a couple of house rules which are briefly described below:- Teleportation spells are slightly more risky spell description amended Create Undead spells require a book of necrology and the spells to create undead work slightly differently
All core pathfinder source books are utilised either fully or partially. I am running the Curse of the Crimson Throne Campaign Path and require players who are willing to commit long term. Thanks
I am just beginning a new 1st level campaign and one of my players is playing a Wizard (Exploiter Wizard). I have no issue with the archetype but a use of the exploits has raised alarm bells with me. Taking the School Understanding Exploit is effectively giving back a large percentage opf the abilities lost by slecting this archetype. I was happy with this but whilst investigating various builds for my player I have come across a number of posts that indicate that you cannot replace a class ability once it has been removed (unless you take another character class that gains it). Thoughts? |