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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
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?
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:
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?
Does the Swift Poison rogue talent stack with the Poison Expertise Sentinel Boon? APG 131 wrote:
Ultimate Equipment p175 wrote: This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer’s deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. Since this item bears the wearer's holy symbol, does this mean it can be used as a divine focus? Or does this functionality only apply to items that explicitly state this, like the Holy Symbol Flask or Tattoo, or the Cassock of the Clergy?
Two of my players have claimed that moving through friendly occupied squares counts as difficult terrain, but I can't find anything in the rules to support this. Furthermore, every game of PFS I've played has treated friendly occupied squares as normal terrain. What is the ruling on this? Also, does moving through friendly occupied squares provide cover against AoO?
I just thought I'd clarify this before I created my PFS character: The Leadership Subdomain (Advanced Player's Guide p92) ability "Inspiring Command" doesn't have a restriction on number of uses listed. (Other domain/subdomain abilities say things like "you can use this ability 3 times per day + Wisdom modifier" or something similar). Does this mean that my PFS character would be able to use this ability every turn indefinitely by sacrificing his standard action?
I'm currently GMing a game where the PCs are starting to run low on packed rations. They may get a chance to use Survival to find game to supplement their food, but this is unreliable. Are there rules on how what penalties might be imposed on them if they decide to switch to half (or quater) rations? What happens if they run dry? (Core Rulebook page number would be handy if possible). If not, does anyone have any tips on how I might ad lib this?
Hi, is it possible to bring all the pawns and paper minis on the catalogue into one place? The pawns are here (listed as "tokens"), but the paper minis are here. These are both related products, but the pawns are catalogued under "Accessories" and the paper minis under "Miniatures". Can they be brought together into the same catalogue area?
Hi, I'd love to introduce new players to the hobby, but there seems to be very little online information, other than a couple of embarrassing YouTube videos, I can point people to. Is there any chance you could develop a newbie minisite? Something that answers the very very basic questions: What is tabletop roleplaying? What gear do I need to get started? What goes on in a typical game session? How difficult is it to get involved? Am I a nerd if I play? Etc. Also, down the track, might it be possible to set up some instructional videos, perhaps something similar to what Fantasy Flight does for its LCG line? I think having a separate minisite for newbies would be a great way to showcase what we do to the uninitiated without cluttering them with information about products that mean nothing to them yet. It would also be a fantastic support tool for those of us trying to promote the hobby. |