Seriously, the PFS special for end of Year 3 is tier 1-6? we are getting 1 scenario (so far) above level 8, what Golarion shattering problem is a level 6 going to solve while levels 7+ sit in limbo.... Ive got so many characters hovering around the 7-9 mark, are there any plans to support higher level play? im pretty sure that was a selling point when announcing PF2e? Guess it's back to running AP's
Missing some monster stats, and Aonprd.com doesn't have the full stat blocks either, so currently you can't run this scenario without access to the bestiary. Hopefully, this will be resolved soon.
Honestly, I don't think there are any archetypes I can't live without. But for sheer fun factor, I really like Bloodragers as a class. So any archetype that either adds a similar style to sorcs or barbs.
Also can we please have something to allow us to use large weapons? Any sort of archetype like Titan Fighter/Titan mauler (sorry to say but Titan mauler was executed horribly but the idea was cool).
Other than those I would like to second the requests already for Knife master and scout rogues.
Thanks for the opportunity for input. Can't wait to get my hands on the play test!
I'd like to stick with my hedge witch submission. I believe i can heal as well as a cleric as i can spend any prepared spell slot to cast a cure of the same level, plus i have healing hexes which gives me CSW once per day per person, and i have heaps of utility if we are not taking to much damage.
Additionally my Mythic Path ability allows me to use a heal spell without spending a spell slot so that's another 11 heals per day.
The only thing i lack is channel and armor but i can make up for it in battle field buffs and debuffs.
Ok i've finished building the Hedge witch, i changed a few things and buffed my AC.
Crunch is below
Crunch:
Esadora
Female venerable human (Keleshite) witch (hedge witch) 12/Hierophant 4
CN Medium humanoid (human)
Init +7; Senses Perception +19
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Defense
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AC 24, touch 13, flat-footed 22 (+4 armor, +1 deflection, +1 Dex, +1 dodge, +3 natural, +4 shield)
hp 117 (12d6+64)
Fort +11, Ref +8, Will +14; +2 trait bonus vs. fear effects.
Defensive Abilities hard to kill
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks
faith's reach[MA],
hexes (cackle[APG], flight[APG], fortune[APG], ice tomb[UM], major healing[APG], misfortune[APG], retribution[APG]), mythic power (11/day, surge +1d8)
Witch Spell-Like Abilities (CL 12th; concentration +21)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch (Hedge Witch) Spells Prepared (CL 12th; concentration +21)
6th—greater dispel magic, phobia (DC 25), pillar of life[APG]
5th—cleanse[APG] (2), feeblemind (DC 24), hostile juxtaposition[UC] (DC 24), teleport
4th—blast barrier (DC 23), confusion (DC 23), fear (DC 23), phantasmal killer (DC 23), symbol of healing[UM]
3rd—bestow curse (DC 22), deep slumber (DC 22), draconic malice, suggestion (DC 22), vampiric touch[M] (2)
2nd—blindness/deafness[M] (DC 21), glitterdust (2, DC 21), lesser restoration, see invisibility, vexing miscalculation (DC 21)
1st—ear-piercing scream[UM] (DC 20), hex vulnerability[ACG] (2, DC 20), ill omen[M,APG] (2), mage armor, sleep (DC 20)
0 (at will)—detect magic, guidance, putrefy food and drink[APG] (DC 19), stabilize
Patron Healing
M mythic spell
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Statistics
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Str 8, Dex 13, Con 16, Int 29, Wis 16, Cha 14
Base Atk +6; CMB +5; CMD 18
Feats Alertness, Combat Casting, Dodge, Extra Hex[APG], Extra Hex[APG], Extra Path Ability[M], Greater Spell Penetration, Spell Penetration[M], Split Hex[UM]
Traits reactionary, wati native
Skills Acrobatics -2 (-6 to jump), Appraise +15, Bluff +12, Fly +11, Heal +18, Intimidate +19, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (planes) +22, Linguistics +17, Perception +19, Sense Motive +19, Spellcraft +22, Swim +0, Use Magic Device +17
Languages Aboleth, Aklo, Ancient Osiriani, Azlanti, Boggard, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Kelish, Necril, Osiriani, Protean, Sphinx, Sylvan, Wayang
SQ abundant healing[MA], amazing initiative, empathic healing, longevity[MA], mythic spellcasting[MA], recalled blessing[MA], recuperation, spontaneous healing, witch's familiar (toad named Arcane Familiar)
Combat Gear jingasa of the fortunate soldier[UE], quicken metamagic rod (lesser), wand of shield (50 charges); Other Gear +3 spell dodging bracers of armor, amulet of natural armor +3, cackling hag's blouse[UE], headband of vast intelligence +2, pauldrons of unflinching fortitude +3/+4[MA], 1,125 gp
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Special Abilities
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Abundant Healing (Su) You can apply excess healing to another adjacent ally.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Healing (Su) A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch s
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Ice Tomb (DC 25) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Major Healing (3d8+12) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 25) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (9 rounds, DC 25) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
If i get selected and you're happy with my build i can create an alias and a small back story dependent on how much you worry about that stuff. I've got a few ideas of how she can fit into the campaign story wise.
Other Gear +3 spell dodging bracers of armor, cackling hag's blouse[UE], corset of dire witchcraft[UE], headband of vast intelligence +2, pauldrons of unflinching fortitude +3/+4[MA],
2,500 gp
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Special Abilities
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Abundant Healing (Su) You can apply excess healing to another adjacent ally.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Healing (Su) A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch s
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Major Healing (3d8+12) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 25) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (9 rounds, DC 26) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Still working on the back story, and i've got some gold to spend, probably going to put it towards buffing my ac.
you seem to be talking on be half of other people, firstly zaci is leading the party because he is actively doing so, no one else has really bothered to say i move to x, i wear the amulet i do y, besides the odd perception check. I gave maldrek a chance to test his luck with the console and Zikimiri did some searching but rolled to low in his perception to find any of the hidden stuff so here we are. if you want to lead the party well then start initiating the actions. I cant rightly ignore a players actions because they are in your opinion "hogging" the lime light. you dont like what Zaci said well then you could have spoken up. in fact you still can.
secondly as far as the rest of the RP being terrible, should i have just auto failed Zaci's bluff check and initiated combat... where is the rp in that? i took into consideration several things 1. The perfect disguise granted by veil, 2. you are in the heart of the technic league's base, they wouldnt expect anyone else to be here so they have no reason to mist trust you. 3. Zaci is wearing the necklace and 4. the question was relevant and actually referred to a part of the complex that exists showing that the characters know about whats here so therefore probably belong here. so yes it was a low role, but with all the factors it was enough to not raise suspicion.
So back to the main gripe if you feel like there are other ways to go about doing things then let your companions know, in character or out. this is a co-operative game, so try co-operating.
@ Krayn its called Role Play, its the other alternative to combat.
what door are you barricading and from what side. if your talking about the room they just came out of then you should probably look in their first before you barricade yourself in.
Morgrym is barely able to get in place as the door opens. A half elf man and an Elven Women step out into the hallway. A they notice you the seem shocked, then a look of disgust covers their face.
The elven women says "What are you all doing here, if you have work dont dally, begone you filthy vermin before i turning you into ash.
you dont sense anything sinister, you hear 2 people talking 1 male and 1 female, they are talking in common, but their conversation doesn't seem to make much sense, you catch a few phrases and words that you kinds recognise, and you get the feeling like they are talking about some sort of magic, or application of magic.
you see a hallway that turns sharply to the left about 10ft down, as you follow the hall way it turns sharply again back to the right and then continues with a slight curve for over 80ft. there is a door half way down this long empty hallway.
all right so im going to ask everyone to pick up the pace a bit. if you dont think you can commit to a minimum of 1 post per 24 hours then let me know now so i can either replace you or kill you :P probably both actually lols no but seriously lets move this along there is some juicy parts but unfortunately we can just skip from one juicy bit to the other otherwise they dont have context or make sense.
The doors clicks as they unlocks, they open into a circular room, the low hum no longer muffled by the doors, fills your ears. in the center of the room is the source of the resonance, a large purple glowing ball of almost pure void energy. it seems to be encased in a translucent force field. Below the floating sphere a hole seems to act as a siphon for this energy channeling it away, but the sphere of energy doesn't appear to diminish
Zikamiri re-examines the door nervously, he trys to pick the lock but fails, but luckily doesnt break the and can try again. (you could take 20, but it would take 2mins, unfortunately taking 10 wont succeed, or you could just try and re-roll.)
As Zikamiri inspects the door he thinks he can disable the trigger mechanism, he spends a minute using his theives tools to carefuly pick at the lock and try to maneuver parts around.
Finally you all hear an audible "Click" you all let out a sigh of relief but suddenly you realise something is wrong,Zikamiri looks back up at you all with a look of impending terror on his face as he knows that, that wasn't a good click and he has triggered the trap.
An instant later the floor sparks to life, with electricity jumping in arc across the landing, Zikamiri spasms violently as the electricity passes through him dealing 10 points of damage.
you open the door in the east wall, it leads to a set of descending stairs, at the bottom of the stairs is a 10ft long landing with a set of double doors in the north wall.
if it was draconic why would you need a linguistics check to decipher it? having a rank in linguistics simply allows you to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. Just FYI
You can work out a few more symbols on the console, such as up, down, reset and on. But again you dont know the full ramifications of using these buttons.
maldrek, you believe that this console controls part of the complex, from what Zaci told you and from what you have seen you think that this machine could re-route the power from different section of the complex.
You recognise some fot he symbols, enough that you can guess a few basic functions such as "Overload" and "Off" as well as "Alarm" while you can guess as their effects your not sure exactly how they will effect the complex.
Morgrym there are no hidden doors or items in this room.
the path leads north for almost 100ft before ending at a dead end. there is a small path that breaks off from the main path about half way along, but then suddenly ends after 5ft.
Zaci you are able to find the symbols on the orbs, you think you ahve worked out the pattern, and as you put the code into the console you hear a low hum as the energy in the orbs seems to dissipate.
Everyone else notices that the purple energy that was surrounding the orbs seems to have dissipated.
This has taken about 10 mins. Morgrym you are no longer blind.
you have a feint idea of the symbols, there are 9 in total, you think each symbol is a representation of a set of orbs.
You might need to take a closer look at the orbs to get an idea of the symbols. also you need to be careful to shut them down correctly because shutting them down all at one or in the wrong order might cause a power surge.
at the end of the corridor to your left is a large elongated hexagonal room. in its center is a large machine with flashing lights and rows of buttons and to each side of the machine are two long red cylinders that are about 10ft wide each. there are several other smaller pipes that are coming from the cylinders that disappear into the walls.