Orb

The All-Seeing Orb's page

216 posts. Alias of Brew Bird.


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Long John wrote:
Be there anything that would help an ol' Gentleman of Fortune forge his path on the open seas?

Arr! The Pirate archetype be what yer looking for! Feats fer rope-swingin' and plank-walkin' abound, and any who swear themself to the pursuit o' plunder can learn the art o' the cutlass, whip, an' boardin' ax. (Or 'scimitars and rapiers', whips, and 'hatchets' as the landlubbers call them)


Vallarthis wrote:

Back on topic:

Does the Bastion archetype involve shield bashing as well, or is it all defensive?

The armour archetype is called the Sentinel, yes? How early does it allow for expert proficiency? Can you get master through it?

(Can you tell I like tanky characters?)

These archetypes that are about being good with some piece of gear like the Archer, Bastion, and Sentinel--do you usually need to be proficient with those items as a requirement for entry, or do they typically give proficiency when you take the dedication?

Spoiler:
The Bastion archetype doesn't have any shield-bashing feats, but it does have a feat that allows you to attempt to Disarm as part of a Shield Block.

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Verzen wrote:

So I have a character idea.. Swashbuckler with a mustache that attacks foes using the hair attack ability from witch.

What level would make this possible?

Level 4 is going to be the earliest. The Living Hair feat is only level 2, so it can be picked up with your first witch multiclass feat after the dedication.


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TRDG wrote:

Thanks for all the info gang, so the new classes are quite different than the playtest or just tweeked a bit in your opinion Porrige & Orb?

Also how are all the new spells? Hoping my mantis dude gets a few more to pick from as the list now is pretty slim specifically, but in general as well overall.

Thanks

Tom

The Orb hasn't had a chance to look over the Investigator thoroughly, but shall comment on the other three.

Spoiler:
The Swashbuckler seems pretty similar to the playtest, though it's been streamlined quite a bit, and options have been expanded upon. Overall, it looks like a really fun martial class.

The Oracle hasn't changed massively but has been tuned up a bit. The focus spells from the playtest have all been buffed, and the curse's penalties made a bit less harsh. Unfortunately they did lose a few feats from the playtest that seemed fun, but since they only really worked for a few mysteries, it's understandable why they were cut. Hopefully we can get them in a future book.

The Orb is planning on playing an Oracle in an upcoming campaign of similar build to one playtested, so a more detailed comparison might be forthcoming.

The Witch underwent the biggest change, what with trading some spell slots for at-will hexes. At present, they seem to only ever get one of these "cantrip hexes" (determined by their patron), so the Orb is a little concerned if the trade will prove to be worth it. Of course, additional cantrip hexes are a thing that future feats could explore.

The focus-based Hexes have gotten some solid buffs, though, so overall the Witch should be in a good place.

As for spells, that will take a lot more time to go over. At some point, once The Orb has had a bit more time with the book, a post highlighting some interesting as-yet unmentioned bits might be put together.


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Gaulin wrote:
Another thing that I don't think has been spoiled anywhere (just a quick blurb during the APG panel at paizocon that didn't reveal much), what's the new druid order? The blurb said something about using seeds to empower weapons and spells or something similar?

Spoiler:
There is no new druid order. The abilities you mention are new feats available to all druids.

One, Verdant Weapon allows you to empower a seed with the ability to grow into a weapon. The weapon can also return to seed form if needed, and it functions as a primal focus.

A much higher level feat, Sow Spell, lets you plant a spell in the ground, allowing you to trigger it at a later time when someone comes within range. Effectively a way to make spell "traps", but planting an emergency heal for your party members to retreat back too might be a useful application as well.

Micheal Smith wrote:
Any info on bastion and viking archetypes

Spoiler:
The Bastion focuses on shield use, and opens up access to a number of shield related class feats from the core rulebook, as well as some interesting ones unique to the archetype.

The Orb believes that "Disarming Block" has already been explained, though it is quite good. Disarm is not the most reliable of combat maneuvers, but being able to perform it out of turn as a free action is nothing shake a stick-- er, shield, at.

The Viking archetype gives a good mix of abilities that any self-respecting viking would need. It opens up access to a few shield feats from the core rulebook, as well as providing a means to gain proficiency in viking weapons such as the battle axe.


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fibbonaughty wrote:
Porridge-san! Can you confirm whether the duskwalkers are "descendants" of psychopomps as implied in steams or foundlings like the ones described in the Bestiary? So much curiosity!

Spoiler:
Duskwalkers are not related to psychopomps by blood, or even born at all. They're reincarnated souls, allowed to return to life in accordance with an ancient bargain between two psychopomps. It's not clear to what degree they remember their previous lives.

Soon.


Master Han Del of the Web wrote:
One of the reviews mentioned options to make Soldiers more skillful, can anyone illuminate me on this or even just confirm?

There's a new class of options called "Special Ops Training" that you can take in place of a gear boost. They're skill focused abilities rather than things focused specifically on weapons. The two options presented in the book are just numerical boosts to particular skills (though fairly substantial ones), but it opens up space for some more interesting designs in the future.


GeneticDrift wrote:
Anyone look closely at the ** spoiler omitted ** I feel like I need to read all the abilities closely to figure out the catch and it’s too late in the evening right now.

There doesn't seem to be any catch. You won't be as good as a Solarian, without things like Plasma Sheath, but a free melee weapon is nothing to sneeze at.


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Mechalibur wrote:
Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?

Solar Flare users can pick up a revelation that lets them make combat maneuvers as ranged attacks instead of melee. This book honestly has everything The Orb needed to build the dreamed about ranged control-focused Solarian.


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thecursor wrote:

What kind of new race options for Core? Hykli humans perhaps? Or Azlanti?

Most of the racial options are representative of broad categories rather than specific ethnicities. Humans get alternate ability score bonuses to represent those that live in higher gravity or lower gravity, and alternate racial traits for humans raised by other species, humans that live underground, or humans that live in environments too harsh for most others of their kind.


Wind_Paladin wrote:
How does the biohacker look? Any notable changes?

The Orb does not have the best memory of the playtest version of the class, but a few things stand out immediately as different.

One thing is that Biohackers can now inject their allies at a range without making an attack roll, provided they're "attuned" to a Biohacker's "Custom Microlab", which is a kit not unlike the Engineer's custom rig.


Mechalibur wrote:
Rysky the Dark Solarion wrote:

Extra Manifestation! FINALLY!

Also, two words: sun gun

Any other "extra" feats?

Extra Manifestation isn't a feat, but an alternative to zenith revelations. There aren't any "extra" feats as were common in first edition Pathfinder.


kaid wrote:
Xenocrat wrote:

So Infinite Worlds is now a bonus "spell known" that is flexible and useable with every spell level, growing into more powerful options. That's fine compared to a bonus spell slot.

I don't know if you remember they playtest, but Witchwarpers had their own equivalent to the Technomancer's Magic Hacks that they could choose from at I think the same levels (2, 5, 8, etc.).

Its more like a bonus spell than a bonus spell slot because it apparently uses your spell slots to power it. It could be handy but I am just a bit worried at low level they are a bit more one trick pony than most.

Don't worry, Paradigm Shifts (the equivalent of the Technomancer's Magic Hacks) are mostly at-will abilities that don't consume spell slots, and you get your first one at second level.


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Order has spawned. The book will hopefully ship some time this week. The Orb is particularly excited about this one.


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Rysky wrote:
Arachnofiend wrote:
In my game T-Rexes are fat poofy chickens. I don't know why you'd want them to be anything else
Fear the orb

Hmm?


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The Gold Sovereign wrote:
What about the true dragons? What's their flavor all about?

The new true dragons are based on starmetals. They're very rare (like the materials they're named for) and have thematic abilities tied to the properties of the metal they're based on.


Axial wrote:
Are there any new empires or important factions introduced to the SF setting in the fluff of this book?

There does not appear to be (though The Orb has not perused the fluff of every entry in the Archive). There is, however, a bit of new information on various empires in the entries of creatures who have some connection to them.


Micheal Smith wrote:
The All-Seeing Orb wrote:
Micheal Smith wrote:
Any info about the companion system, like feats etc. The laser pup?
** spoiler omitted **
Sounds Awesome. Something my Biohacker, Dr. Tentacles M.D. could use. Are there rules for building your own companion? What are the general stats, in comparison to PC? Do they improve, like how the drone companion works?

Spoiler:
There aren't explicit rules for building your own companion, but there are some general guidelines for working with your GM to create a new one. Because companions are just fairly simple templates applied to a base stat-block, it shouldn't be too hard.

Companions have stats a little bit better than a drone, but below a PC in terms of damage and accuracy. Companions can be purchased, their cost depending on their level, but they can also level up with you. When they level up, though, you have to pay the difference in cost between their old level and new level.


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Axial wrote:
Mighty Orb, what can you tell me of the Brenneri and Espraksa?

Spoiler:

Diplomatic Otterfolk and Empathic Bird-people, respectively


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CorvusMask wrote:
So what was the flavor of CR 25 monster and were there some 21-24 monsters sprinkled in too? :D

Spoiler:
After the CR 25 monster, the next highest is "only" CR 19. The CR 25 monster looks like it could be a long lost cousin of The All-Seeing Orb... though it is far larger and far more destructive, it is no less mysterious!


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Micheal Smith wrote:
Any info about the companion system, like feats etc. The laser pup?

Spoiler:

Creature companions work a lot like a Mechanic's Drone, in that you must spend your actions to grant them actions. As you get more feats, they can do more on their own without being commanded (again, much like a Drone).

There are 6 feats, 4 of which are part of a chain which gradually improve your Companion's action economy. The other two are mounted combat related feats.

And yes, you can get a Tashtari/Laser Wolf companion. There's also a little shapeshifting ooze which should seem very familiar to fans of a particular sci-fi movie adaptation of a popular Robert Louis Stevenson novel.


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Luke Spencer wrote:
Since the PDFs have so far eluded me, would anybody who does have access be able to give me some info about the Raxalite, Dromada, or Hanakan? I would also like to know about the Cephalume, are they an aqautic species?

Spoiler:

The Raxilites are tiny plants with artificial tentacle-vines that allow them to handle larger objects. They have two possible states, "Flowering" and "Seedling" which grant them slightly different abilities. They can change between the states by spending a bit of time resting. About the length of a short flight through the Drift to Near Space.

Dromada are basically space camels with eye-stalks. As prey-animals, they recognize that being on top is usually dangerous, so their societies nominate leaders against their will. Those nominated then try to convince the populace that their opponents are better suited to the position. Their art reminds the Orb quite a bit of the Gungans from Star Wars. The Orb is unsure if that's a mark in their favor or not.

Hanakans are small magical dinosaurs. They (along with many species on their homeworld) developed magical abilities very early in their evolution, and their modern society is powered by magic rather than technology. Curiously, they view electricity with the same disdain many technological species view necromancy.

Cephalumes are plantlike creatures native to an ocean of liquid methane. They form symbiotic relationships with strange arthropods that resemble armor, and come in many varieties granting different abilities. They have the "no breath" ability (it appears to have been accidentally left off their Racial Traits bar, though it is on the example Cephalume) so they can presumably do just fine in regular water.


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HTD wrote:
Are there any new members of major outsider races (name, size, CR)?

None that The Orb can see.

Troodos wrote:
Any new wildlife?

Plenty. Among them, the Defrex, source of the eponymous "Defrex Hyde"

Steven "Troll" O'Neal wrote:
Tell me of the Varkulak, please.

Spoiler:

Varculaks are formed from dying creatures with a particularly strong will to continue living, though in rebirth they generally forget most of their previous lives. They're similar to Borais in that, though undead, they still have a constitution score and some living bodily functions.

Mechanically they don't have much to tie them to whatever species they originated from besides their size. Their fluff even specifies Lashunta Varculaks lose their antennae, likewise with Kasatha and their extra arms, or Strix and their wings. They do get some very flavorful undead abilities in exchange though, like draining health on a critical hit.


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HTD wrote:
The All-Seeing Orb wrote:
HTD wrote:
Are there any Swarm, Elder Mythos, Dominion of the Black creatures, or colossi?
There are 2 new Swarm creatures, and the Hounds of Tindalos and Yithians. The Orb does not recall if there's anything tied to the Dominion, and also is unsure what you mean by colossi. There's the Kaiju-sized robot that was mentioned earlier in the thread, as well as a number of Starship-scale creatures.

I meant Daimalkan colossi; is the kaiju-sized robot one?

Also what are the name, size and CR of these Swarm creatures?

The Kaiju-sized robots are found on Daimalko, though they may have originally come from somewhere else.

The swarm creatures are the Large Dissolver (CR 11) and the Medium Xersk (CR 16).


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Troodos wrote:
Is it possible to get multiple companion creatures for a single character?

It looks like a Mechanic could conceivably have both a drone and a companion, but that seems to be the only way. It would be very difficult to use two companions at once, since you have to spend actions to command them (similar to how a Mechanic commands their drone).


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Dire Mosasaur wrote:
Are there any outsider subtype grafts?

Two (unless the Orb is missing one). One of them is a new type of outsider, the other is from Pathfinder.


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HTD wrote:
Are there any Swarm, Elder Mythos, Dominion of the Black creatures, or colossi?

There are 2 new Swarm creatures, and the Hounds of Tindalos and Yithians. The Orb does not recall if there's anything tied to the Dominion, and also is unsure what you mean by colossi. There's the Kaiju-sized robot that was mentioned earlier in the thread, as well as a number of Starship-scale creatures.


Berggen wrote:
HTD wrote:
Uhh... what is this supposed to mean?
"Tiny play" is most likely a typo of "Tiny plant"

Yes, that should be "plant". Damn autocorrect!


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HTD wrote:
What are the new playable races (name, type, subtypes, size)?

Spoiler:

Brenneri - Medium humanoids
Cephalume - Medium aberrations (plantlike)
Dessamar imago - Medium humanoid
Dessamar instar - Small humanoid
Dirindi - Medium humanoid
Dromada - Medium magical beast
Espraksa - Medium humanoid
Hanakan - Small magical beast
Hortus - Medium plant
Ijtikri - Medium aberration
Izalguun - Large monstrous humanoid
Morlamaw - Large monstrous humanoid (aquatic)
Raxilite - Tiny play
Sazaron - Large monstrous humanoid
Shakalta - Medium humanoid
Shatori - Medium humanoid
Shimreen - Medium humanoid
Spathinae - Medium monstrous humanoid
Telia - Medium monstrous humanoid
Varculak - Small or Medium undead


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Rysky the Dark Solarion wrote:
Yay! What’s your favourite playable race?

The Orb is partial to the Spathinae, which are swarms of tiny instincts that form roughly human-shaped hive-bodies.

The Shakalta are also cool, in theory. They're energy beings formed from 2 joined souls, but due to their dual nature they have to multiclass. Not just a dip into one class though, Shakalta forced to take levels in each of two classes evenly, which seems like it'd be pretty subpar mechanically.


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HTD wrote:
Has anyone received their subscriber PDFs yet?

The PDF has just arrived! Does anyone have any questions?


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This thread was intended for sharing spoilers prior to the book's release. Now that the book's out, rules questions should probably be taken to the relevant section of the forum. This thread has run its course.


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Deadmanwalking wrote:
Arachnofiend wrote:
Are there any bardic performances that are suitable for a bard that doesn't buff? Since party-wide bonuses are generally all of the same type I feel it's important for a bard to be able to come into a group that already has a buff cleric and simply decide to do something else with their cantrips.
Even in the playtest there was Dirge of Doom. That's a nasty debuff on the enemy rather than a buff on the party. I doubt it's gone away.

Dirge of doom hasn't gone anywhere. There are also some more utility-focused compositions now. A Bard should be able to find a niche pretty easily in a party that already has buffing handled.


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brad2411 wrote:
How much of a bonus does “channel energy” grant to the highest spell slot?

The Orb is unsure what is meant by this question. PF2 does not appear to have any class features or feats called "channel energy".


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Ventnor wrote:
Ventnor wrote:

Here's a bit of a more esoteric question:

So, we know that 4 sorcerer bloodlines cast divine spells: celestial, demonic, infernal, & undead. In what ways do those 4 bloodlines feel different each other despite casting the same spells? Do infernal sorcerers feel meaningfully different than demonic sorcerers?

I think my question got lost in the deluge.

This is a really tough question to answer without actually playing multiple sorcerers. They each have different granted spells, focus spells, and blood magic abilities, but whether they'll "feel" properly different is going to be pretty subjective.


PossibleCabbage wrote:
Other than HP, languages, speed, an ancestry feat, and a heritage what do the ancestries grant at level 1?

Spoiler:
Size, ability adjustments, and vision.

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Blave wrote:
The All-Seeing Orb wrote:
mountain stance grants a circumstance bonus.
According to the character creation blog, the AC bonus of mountain stance is status bonus. Only the extra defense against maneuvers should a a circumstance bonus. Was that changed?

Whoops! The All-Seeing Orb might be only the Some-Seeing right now. The blog was correct. It is a status bonus.


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Blave wrote:

Still thinking about making that dwarven Irori cleric with monk multiclass, using mountain stance for AC.

Since I don't want armor and get a fist die increase from monk dedication, I probably don't need to be a warpriest.

Cloistered Cleric gets a domain for free, correct? Do any of Irori's 1st level domain powers seem useful for such a character?

Also, do clerics get any early AC buffs?And what kind of AC bonus does mage armor (and bracers of armor) grant? I guess it's a n item bonus so it would stack with mountain stance's status bonus?

Edit: One more thing: Does wisdom affect any class abilities for the monk? Class DC is probably based on Strength or Dex and number of focus points seem to be limited by feats. So do monks actually need wisdom for anything? Same question for paladins and charisma.

Spoiler:

Cloistered Clerics do indeed get a domain for free. The Might domain grants an ability called "Athletic Rush" which boosts your athletics skill and speed for a round. It only takes one action to cast, and you can Stride as part of the casting. At higher levels, a multi-classed cleric/monk could cast the spell, stride, make an athletics check to perform a combat maneuver, then follow up with a flurry of blows. Quite a turn.

Clerics have more than a few spells for boosting both their own and allies' AC, available from first level. Bracers of Armor grant an item bonus to AC, whereas mountain stance grants a circumstance bonus.

Monks and Champions both can pick up focus spells, and the DC of those is determined by Wisdom and Charisma, respectively. These stats aren't necessary to build an effective character though, or even an effective focus spell user so long as you avoid spells that allow saves.


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Paradozen wrote:
The All-Seeing Orb wrote:
Secret Wizard wrote:

Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.

** spoiler omitted **
Could we get the levels those come online too?

Spoiler:
Impossible Technique is a 20th level feat. Stance Savant comes shortly after 10th, and the rest (including Arrow Snatching) are available before 10th level.

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Arachnofiend wrote:
What's the most "fantastic" (as in, outside the realms of reality) Legendary skill feat in the CRB?

Spoiler:
There are a couple really fun ones.

Legendary Thief lets you steal the plate armor off a knight without them noticing.

Scare to Death lets you use intimidate to do exactly what you think.

Legendary Survivalist lets you survive indefinitely without food or water.


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Secret Wizard wrote:

Really happy about the heavy armor rules! I'm also interested to see if medium armor will eventually find a niche...

Also, hit me, fam... anyone wants to share the Reaction options for Monks? In name only works for me.

Spoiler:
How about a brief description too?

Deflect Arrow: +4 AC against the triggering ranged attack. Can be upgraded with Arrow Snatching to throw blocked projectiles back at attacker.

Stand Still: Attack of Opportunity, but only triggered by movement. Can disrupt movement on a critical hit.

Crane Flutter: Net +2 AC against the triggering melee attack, can make a melee strike if attack is successfully blocked.

Stance Savant: Enter a stance while rolling initiative.

Impossible Technique: Force an attacking enemy to reroll and take the lower result, or lets the Monk roll twice and take higher result of a saving throw.


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Voss wrote:

re: Deadly Simplicity, does that do anything for more than a handful of gods?

The playtest version really only affected Abadar, Asmodeus, Irori, Nethys, and Pharasma. I assume that list will expand later, but is it effectively a dead feat for War Priests of the actual war gods (who have martial favored weapons)

Spoiler:
Warpriest's of deities who don't have simple favored weapons don't even get the feat (as of course it would be useless). The purpose of Deadly Simplicity seems to be to let martially inclined Clerics keep pace in damage while using a lackluster favored weapon. The damage boost puts a simple weapon about on par with a martial weapon, but martial weapons still have superior special abilities.

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Edge93 wrote:

Yeah, I'm bummed that they don't get expert with martial. Kinda makes the training in them pointless after 7th level hits...

Wish they could get expert in heavy armor without Champion MC too, but I guess that holds for anyone who doesn't naturally get it. XP

Having weapon proficiencies gained from General feats, racial feats, or MC automatically scale to ypur class proficiencies is likely going to be a Houserule for groups I run.

A number of feats that grant or improve your weapon proficiency already scale with your class's proficiency increases. You may not have to do as much house-ruling as you think.


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citricking wrote:
With all the discussion in the other thread, can you say exactly what the war priest gets?

Normally the Orb doesn't like to be this specific, but in the interest of correcting misinformation, an exception can be made.

Spoiler:
The Warpriest Doctrine starts with trained proficiency in light and medium armor, and expert proficiency in Fortitude saves, along with Shield Block and Deadly Simplicity for free. At 13th, their armor proficiency increases to expert (as does the unarmored proficiency of Cleric's of any doctrine).

At 3rd they become trained in martial weapons.

At 7th, they gain expert proficiency with their deitiy's favored weapon, as well as the critical specialization effect for the weapon.

At 11th level their proficiency in divine spells increases to expert.

At 15th, they become master in Fortitude saves.

At 19th, their divine spell proficiency increases to master.


Vlorax wrote:
Can Alchemists throw healing bombs? or are the purely offensive. I have a player that would like to throw healing potions at people but not sure if it's supported

Spoiler:
There doesn't seem to be any way to do that. Might be something for a future book, as PF1 had a few options to enable healing bombs

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Secret Wizard wrote:
How many feats do Monks have that grant a reaction?

Spoiler:
Five.

MildlyIncandescent wrote:
Are there any guidelines in the CRB or Bestiary for deciding how many encounters per day and what difficulties to throw at the PCs, or are there clearer descriptions of the intended resource drain on the party from an encounter of a given difficulty?

Spoiler:
The game-mastering section goes into detail about how much different encounter difficulties are expected to impact a party's resources. Exactly what an appropriate adventuring day entails is going to vary from group to group, as different parties will handle encounters differently.

Thebazilly wrote:
Do Barbarians have any feats for TWF?

Spoiler:
They don't seem to get any feats specifically aimed at supporting the fighting style.

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QuidEst wrote:

(Folks, this really isn't the thread to discuss languages. The rules are what they are.)

Do any of the Cleric domains grant utility or non-combat focus spells?

Spoiler:
A good number of focus spells are utility oriented, many geared more toward social encounters than combat
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