Is there still a touch AC or touch attack in Pathfinder 2?
I can not find any rules about it, but it is shown on the pregenerated Society character sheets.
Is the "Lost Omen" a new Age or just the continuation of the 1. Edition Age?
What is the current year? Did Paizo advance the timeline?
Is there an overview what has changed?
Following situation in an asian inspired jade empire adventure:
1. there is a small island with two cities. It was an island long ago used for training of military troops.
regent of city A lets murder the regent of city B by Ninjas.
What could be the motivation to kill the regent of city B? I am looking for something interesting. Just to gain control over the whole region is a bit boring.
2. the story should involve a dungeon adventure. Does anyone has an idea how to connect the murder case with a dungeon exploration?
3. What should be special elements or situations for a jade empire dungeon crawl?
I wonder which role the Government plays in the adventure. I can only find, that the government is a council. Does it mainly consist of the Pharasma church? All major decisions seem to be done by the temple priests. What are the council members?
I just want to thank the Pathfinder team for keeping D&D alive.
D&D4E is not a bad game, but its juvenile und WoC merciless dismissed all old school gamers. The D&D-Insider is another kick in the face.
I like the fluff quality of the books, the friendliness of the authors and the absence of arrogance (compared to the WoC-tyranny-of-fun and 4Ed-is- best-mindset).
Hopefully there will be some Pathfinder novels (the short stories dont make it for me).
And hopefully you will release more regional settings (like in the TSR Birthright setting).
I am a big Pathfinder fan, but there are some thinks I dont like
in the Pathfinder setting.
- The doctors degree. There are some NPCs with a doctor degree but no explanation where it comes from or how it is gained.
Is it a Phd? a MD? Are there universities in Golarion?
IMO a doctor degree does not fit in a fantasy campaign world.
- gunpowder
- Golarion in campaign chronicles setting:
too fragmented, too many things and themes.
One Chinese area, one agypt area, one pirate area, one
ravenloft area, one africa area, eberron machines etc. its nice but
it fails to give the world an idendity.
The campaign book tries to have a finger in every pie, too much is too much.
- Worst of all: the names. They sound awful for europeans.
E.g. there are some names that sound slavish, latin, german, greek.
Combinations of surname and forename are awful.
"Noleski Surtova" the ruler of Brevoy is a combination of polish and czech. It is clearly a female name and sound silly for european ears.
Augustana of Andoran sound like a figure in an Asterix comic.
Why Baba Yaga? It is a famous myth in russia. Ilepodus from Thuvia
sounds like a joke in latin.
I would prefer are more Tolkien-like-style.
- the statue of liberty on page 200 seems a bit misplaced for europeans.
- Dont make the same mistake like WoC. The introduction is a bit like to overegg the pudding. WoC says permanently "4E is the best".
Dont fall into the same habbit.
What bugs me of the 3.5 ability scores is that they are linear distributed.
In addition you need 2 ability points to increase the bonus.
Why this linearity? The world is exponential and nonlinear!
Proposal: I) A nonlinear progression for ability scores. A peak in
the middle and a decrease of improvement after 18 - it should be hard to get better if your are on the top.
II) two different modifiers for different tasks (like 2.Ed)
I love the idea of a Pathfinder RPG. However unfortunately there are only
three classes included.
Important classes like druid, bard, sorcerer are missing. IMHO playtest is so far not really possible because the Pathfinder classes are not compatible with 3.5.
What do you think? Please release the missing classes soon.
Skills: Acrobatics +28, Bluff +31, Diplomacy +26, Escape Artist +28, Intimidate +26, Perception +21, Perform (Oratory) +18, Perform (Sing) +18, Stealth +28, Sleight of Hand +28
Panache: 7/day
Deeds: derring-do (1 panache - +1d6 to Acro/Climb/EscapeArtist/Fly/Ride/Swim), dodging panache (immediate action, 1 panache - move 5’ as immediate action & gain +Cha dodge bonus to AC), opportune parry & riposte (1 panache & 1 AoO - parry incoming attack with own melee attack, if successful can attack back as immediate action), kip-up (stand from prone as move w/o provoking; spend 1 panache to stand as swift), menacing swordplay (can intimidate as swift action after successful melee attack), precise strike (deal +lvl precision damage w/ finesse weapons, 1 panache to double precision damage for 1 attack), swashbucklers initiative (+2 init, can draw finesse weapon as part of init check), swashbucklers grace (no penalty for moving full speed acrobatics through threatened/enemy squares), superior feint (std action; target denied dex bonus until start of next turn), targeted strike (see below), bleeding wound (1 panache; deal Dex bleed damage / 2 panache; deal 1 Str/Dex/Con bleed), Evasive (gain evasion, uncanny dodge, improved uncanny dodge), subtle blade (immune to disarm/steal/sunder CMB), dizzying defense (1 panache; swift action fight defensively for +4/-2), perfect thrust (full round action; resolve attack against touch ac & ignore DR), swashbuckler’s edge (take 10 on Acro/Climb/Escape Artist/Fly/Ride/Swim)
Equipment:16th lvl abp: Resistance +5, Armor Attunement +4, Weapon Attunement +4, Deflection +3, Physical Prowess +6/+2, Mental Prowess +6/+2, Toughening +3
Mithral chain shirt (attuned), adamantine rapier (attuned), cold iron dagger (3), silver dagger (3), dagger (6), handy haversack, winged boots, spectral shroud, goggles of night, golembane scarab, ring of invisibility, ring of water walking
Coin 442gp
Description:
Rafael is a slim, tall half-elf of young appearance. He wears his sandy brown hair cut short and remains clean-shaven for the most part. He wears well-maintained traveler’s clothes in dark blues and purples, and is never seen anywhere without his basket-hilted rapier at his side. When it comes time to go on mission, he dons his enchanted brass and leather backpack, with a plethora of knives strapped onto bandoliers crossing his chest.
Background::
Rafael was born into a wealthy family of minor nobles, the 4th son and 7th child overall. From an early age he showed exceptional promise in physical skills, especially when it came to swordsmanship. Two of his older brothers, Edgar (who was 2nd in line) and Mariano (who was 3rd) came to resent his natural talent and feared he may have been favored to inherit ahead of them. So, they set out to sabotage him and cause his early death (or at least drive him away from the family holdings) by convincing him to take up the life of a minstrel.
Surprisingly, Rafael found he had a beautiful singing voice as well as quick wit and an excellent memory. Combining that with his attractive features, confidence, and ability to defend himself if the need arose, he excelled in that role. Perhaps he did a little too well, attracting the attention of a Seelie Court fey princess by happenstance in a roadside tavern. Polite and kind, he managed to avoid all her traps and tricks until he finally goofed; he accepted an invitation to her bed. When she opened the door to the room, the world shifted as he stepped through the now enchanted portal, winding up in the land of the Lady.
Walking uncertainly into a strange and new place, his first interaction was with a skeleton, a fallen swordsman in the back room of the tavern he’d been shanghai’d into. Finding a beautifully crafted rapier still in its sheath, he switched out his well-worn steel blade for the strange, lustrous black one. Newly equipped, confused as to his location, and ready for adventure, he stepped out into this new, strange place with a smile on his face.
10 Minute Background Info::
Rafael is exceedingly optimistic and generally confident. He doesnt really believe he can lose when engaging in adventuring, despite having lost friends and loved ones in combat before.
Rafael will place himself at the forefront of any danger or stressful situation, so long as his allies and friends are in trouble. He will retreat if needed, but only after everyone else is on the way out or already gone.
Fastidious about his appearance and clothes, he really does not like getting dirty and messy, preferring to stay out of muck, mire, and similar situations.
He understands his family probably was the root cause of his current planar situation, but does not blame them for it. He would welcome them back into his life if the opportunity arose, but has essentially written them off from his mind.
He really truly wishes to be a world renowned SOMEONE, and has dedicated himself to swordsmanship and derring-do in hopes that will yield what he so greatly desires.
Goals:
Wishes to defeat in an honest duel someone obviously as capable or greater than him, in public and with as much of an audience as possible. Not necessarily to the death, but a fair duel regardless.
Rafael wants to be the captain of his own ship. Privateer, merchant marine, or pirate, he’s not too picky, but he wants the freedom to point in a direction and the ability to give the order to head that way. Despite having no discernible skills regarding seamanship, navigation, or the like.
Secrets:
Rafael is a nobleman by birth and station. His family operates a sizeable chunk of land as well as a shipping concern on their coast, and he technically stands to inherit at least some of that. Whether he ever will, or what the disposition of his half-elven family are, he is completely oblivious.
The fey princess which brought hreim into the realm of the Lady was totally a set-up. A fairly high-ranked Seelie Court fey saw a glimpse of Rafael’s future, and wanted him to both be separated from his birth world and become a talented swordsman. She will certainly come to call in that investment sooner or later.
Contacts/Relationships
Lucius and Emeritus Marozzo. His older brothers (although not the oldest and presumed heir Edgar), who set him up to be shanghai’d and forced into a life of adventure in fear of losing their inheritance.
Shai’ir del’Qualia is an otherworldly beautiful woman who owns and runs a pub/restaurant in the Lady’s realm. Her place is called The Winged Cup, and specializes in exotic foods and drinks from around the multiverse. Shai’ir is either planetouched or geniekin, but does not speak of her heritage. A friendly ear and smiling barkeep, she is one of the first people Rafael looks to see whenever he comes back to town.
Georg Marchant is a rival duelist, a tiefling who hates Rafael with a passion. He considers him a fop, lacking seriousness and true commitment to the art of swordsmanship, and is constantly looking for an opportunity to call him out and take Rafael down a peg or two.
Memories/Quirks:
Rafael remembers the flower garden where his mother raised her plants, a sea of color and texture and scent. He loved to play among the blooms and listen to her tell him their names, help identify weeds and invasive plants, and yank them out with gusto.
Wearing fancy clothes and bright colors is almost compulsive to Rafael, he all but refuses to wear dull clothing and spends a significant amount of time cleaning and polishing his gear.
Rafael tries to keep himself “bladed” whenever he feels a bit uneasy, he points his left shoulder and refuses to hold anything in his right hand when danger is even a possibility.