I understood one of the design goals was to bring the creatures closer to the source mythology, which is why I’m curious about why the artwork for the homunculus seems to have moved further away? My understanding was a that this creature originated from Early Modern alchemical speculation, and was supposed to be a perfectly proportioned artificial adult human being, but miniature. Think a grown man, but miniaturised to be the size of a toddler.
Gary Teter wrote: What part of Pathfinder do you want to know more about? Vudra! I love what you’ve done with Jalmeray, but I can hardly wait for a source book about old Vudra. Especially if there’s a forgotten Taldan kingdom or something snuck somewhere in there to tickle my Anglo-Indian heritage …
Ravingdork wrote:
If they did rename it, you can be sure that "cultivator" would become mainstream outside Xianxia fandom within a year.
What I’m reading is, for example, if I created a Dwarf Barbarian, I would typically add together the edicts and anathemas of both the Dwarf ancestry and the Barbarian instinct (assuming they don’t conflict) and use this combined set, plus a bit of tweaking, as the specific edicts and anathemas for my character. I’m assuming that, in the case of a conflict, a non-ancestry edict/anathema would have priority over an ancestry-based edict/anathema?
Since it’s going to be quite a wait until the final draft of Player Core 2, and one of the stated goals of this Remastering project is to move away from OGL tropes, I do hope the Monk class will be renamed to “Cultivator”, to be more in keeping with modern Xianxia film and literature. Aesthetically, little about this class needs to change. I presume we can expect a greater variety of weaponry to become available via the Lost Omens: Tian Xia World Guide. I also understand that there will be some remastering of the Focus Point system, which I fully support. But the name “Monk” as a class is somewhat problematic. Perhaps “Monk” could be redesigned as a new faction archetype that gels with both the Cultivator and Cleric classes?
Aaron Shanks wrote:
Prioritising Troubles in Otari makes a lot of sense. Firstly, Foundry appears to have become the most popular and well respected VTT platform for PF2E. The Pathfinder subreddit has been actively directing new GMs and players to Foundry ahead of all other VTTs. Secondly, Troubles in Otari is being actively promoted as the next adventure after the Beginner Box. So, regardless of whatever feedback experienced GM may be providing, this will be the next product after the Beginner Box that new GMs to PF2E are likely to want. The sooner it becomes available, the better it will be for them. Thirdly, this product provides a skill and thematic bridge between the Beginner Box and Abomination Vaults (which has already been developed). So beginner GMs can easily move onto an AP after running this adventure, consolidating their interest in our hobby. And, finally, this is a much smaller project than any Adventure Path. All other considerations aside, prioritising this project simply makes sense. It would be much appreciated if this feedback could be forwarded to the Foundry volunteer team.
Look, it's not that hard. For cheep items, like daggers and arrows, just use the mechanics of the "earn an income" rules, and role play as if that the character had created (an) item(s) up to the value of the income earned. If a character would take four or more days to earn sufficient income for the item they want to craft then switch to the crafting rules.
My copy is still on pre-order. Can I assume this is called the "Lost Omens World Guide" instead of the "Inner Sea World Guide" because it will also be exploring Golarion beyond the Inner Sea region? Does the inclusion of lizardfolk as a playable Ancestry in LOWG imply that we will be getting more information about the southern parts of the continent of Garund?
It does prevent weird things happened. Like your wizard wearing heavy armour rolls a Natural 20 and is able to climb a sheer wall with no handholds. In the new rules, if your wizard has STR 0 and is untrained in Athletics his climb would be 0. His heavy armour gives him a check penalty of -3 so his best possible result, on a Natural 20, is 17. A sheer smooth and slippery surface would be of legendary difficulty, so as GM I’d set the DC at 40. So the wizard would critically fail and probably injure himself on any roll except a Natural 20. On a Natural 20 he gets lucky and doesn’t totally humiliate himself by his failure. He does not, however, have a 5% chance of miraculous scrambling up the surface like some kind of super monkey.
In one of the early Pathfinder comics (I cannot remember which issue) there was a one-shot story about a wizard in Korvosa who conducted experiments on goblins and created a highly intelligent strain of them. The goblins ended up escaping the lab and began integrating into upper echelons of Korvosa, wearing top hats and monocles, etc. Maybe some of them moved to other cities and integrated into the gentry there, also. It’s highly probable that a goblin PC might be one of these or their descendants, particularly if you made a goblin wizard or alchemist.
I'm going to be running Plaguestone. Firstly, from the reviews I've read and listed to, it sounds like it's going to be a good exploration of all the new rules. Secondly, because it's a self-contained adventure, it's a good opportunity for players to experiment with building their first character without then being tied to their first (experimental) character for two or more years. Once a player has played it, they can choose to play that character again in future adventures or they can tear it up if they didn't like it. Either way, they can build on their experiences from Plaguestone when creating their first Adventure Path character.
Colette Brunel wrote:
Historically, when metal was considerably more expensive (before the invention of open cut mining and industrial smelting), I don't think you'd find anyone who had sufficient materials to make a suit of full plate would have been willing to make something cheep and nasty. A single set of full plate armour was something that the workshops of several masters of the craft were involved in, each workshop specialising in a different part of the armour. Full plate armour was also something that was typically custom made for the client. You generally couldn't usually buy a pre-made set off the shelf.
Natan Linggod 327 wrote:
Brilliant!
BishopMcQ wrote: What if I own a shop in town, can I sell it higher then? There were abilities that came along later to improve crafting and to improve what percentage we could sell loot for. I presume this is supposed to account for your shop overheads. You need to pay staff, land rates, operating expenses, etc. so to simplify all these calculations you effectively just sell the item at half price.
This information will be in the new Gamemastery Guide, coming in January. In the interim just begin character creation selecting an ancestry and background but stop before selecting a class, and maybe give them a few extra skills. There was a lot of mention of "Level 0" characters in the panels at GenCon.
I’m starting a PF-2E game shortly. Most of the players have previously played 1E. However, one of the players will have had no previous 1E experience but is familiar with DnD 5E, a system with which I have no familiarity. He is also relatively younger than the others. I’d like for his transition into our Pathfinder family to be as pleasant as possible and I was just after some tips on helping someone from a DnD background learn PF-2E as painlessly and enjoyably as possible. E.g. what sort of things will he be familiar with? What will be new? Etc. To clarify, I know nothing about DnD 5E
Frogliacci wrote: Where did Jason Bulmahn hint at using animal companions to build Eidolons? At GenCon. I believe, from memory, at the Rules Q&A or one of the other panels he said something like: Jason Bulmahn wrote: ... [it's] basically an animal companion with tentacles and four arses. I think it was implied that a small amount of rules tinkering by the GM might be required.
I have a player in my group who is really disappointed at not being able to create a Summoner. And, it seems from the recent announcements, we won't be seeing the Summoner as a class within the next 12 months. It is possible to create something like a Summoner using the Core Rules? Jason Bulmahn hinted that the animal companion mechanics might work as an eidolon. Any suggestions? Might we reasonably expect that one of the many upcoming archetypes in APG-2E might support the creation of a Summoner?
RangerWickett wrote: ... and you can even intimidate people into a surrender, ... Intimidating people into surrender is just a different variety of conflict prevention. The Gorumite relishes the fight itself, not the outcome. If an enemy looked like it was going to surrender, a Gorumite would do whatever they could to prevent that so the fight could proceed.
Are PF2E dinosaurs, such as the Tyrannosaurus Rex, going to have their artwork updated to reflect newer research, such as sporting coloured ridges and feathers?
So, my players are very skittish. They hate taking risks and do anything they can to take the safest possible route to the end. In the cabin encounter (The Spires of Xin-Shalast), they had stuffed all the dwarf bones from the larder into a portable hole. Once the "Canibal Fury" haunt had been triggered, they hung around for six rounds after I told the cleric that his Knowledge (Religion) check was giving him the feeling that they hadn't finished here yet. However, during the seventh round their skittishly got the better of them and they teleported away rather than hanging around until the haunt played out. Once away, they took the bones to Janderhoff, where they ended up spending 10,000gp to cast Ressurection on the remains of Silas Vekker. At this point I ended the session. A few things I'm unsure how to deal with next season:
As it is suggested here, is the inclusion of Spring Attack as a bonus feat for the Gendarme a typo (since none of the prerequisites for this feat are bonus feats)? If not, and a character doesn't meet the prerequisites, and has no other bonus feats to choose from, what happens?
Bestiary p178 wrote: Heavy Horse: A heavy horse gains the advanced simple template. In addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof damage increases to 1d6. As with a light horse, a heavy horse can be specifically trained for combat with the Handle Animal skill. Since the animal companion template already has these bite and hoof attacks recorded, it would seem that's it's already a heavy horse from level 1.
A number of questions in this thread, all related to using the acrobatics skill to "dismount" 1. A fast dismount is only possible of the character has a move action remaining. If the character doesn't have a move action (e.g. has just completed a charge), could he dismount acrobatically (i.e. intentionally "fall" off the horse) and make a DC 15 acrobatics check to avoid falling damage? 2. Can she utilise the added height afforded to her by the horse to long jump (e.g. over an opponent)? If the horse has just completed a move action, can she utilise the momentum to gain the benefits of a running jump?
Gauss wrote:
CRB p104 wrote: Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. Since fast mount/dismount is a free action (not a swift action), does this mean that, if he's hanging from the side of the horse, he could fast dismount and then fast mount (2x DC 20 checks) in the same round?
|