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Christopher#2411504 wrote:

Probably intentional, unless they say otherwise.

Legendary Proficiency is usualy reserved for very specific classes.
Weapon, Armor, Perception, Class DC, Saves.
Casting Proficiency less so, a lot of Full Casters get Legendary at 19. But they need it, because that is their core proficiency for Spell Attack and DC.

They probably want to keep the Legenday Class DC for cases like Soldier and Kinectist.

I wasn't wondering about legendary proficiency, I was wondering about Master proficiency. Envoy's class DC only goes up to expert now, RAW.


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SF2e player core's looking good! I just noticed a change with envoy that I'm curious about regarding its class DC

in the Playtest Rulebook, page 68, "Silver Tongue" reads:
Your savvy and skill are unparalleled. Select Deception, Diplomacy, or Intimidation. That skill’s proficiency rank and your leadership skill increase to legendary. If that skill was already legendary, you can reroll that skill check once per day and take the higher result. This reroll is a fortune effect. Your proficiency rank for your envoy class DC increases to master.

in SF2e Player Core, page 108, "Silver Tongue" reads:
Your savvy and skill are unparalleled. No matter the situation, you quickly course correct to set the tone you need to succeed. You gain the following action.
SILVER TONGUE [free-action]
ENVOY FORTUNE
Frequency once per day per skill
Trigger You roll a skill check for any of the following skills you’re legendary in: Deception, Diplomacy, Intimidation, or your leadership skill.
You can reroll the triggering skill check and use the better result.

Envoy's class DC doesn't increase to Master anymore. Is this intentional? Every other class that uses their Class DC for abilities has it increase to Master at the very least. Hopefully this info is brought to light as it's an otherwise very confusing change.


I'd love to give it a shot! I've got a couple of character ideas already that I've had lying around, and would love to give FFoD a shot


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I feel EXTREMELY happy that there's an Iconic with very clear signs of ADHD in her youth (Even if it wasn't intentional in writing!). It feels heartwarming of a story being told that an extremely active imagination can spawn a whole realm of wonders from it, even if the academic side of the brain struggles to keep up a bit.

Thanks for writing a story that I can empathise to and relate so well with! I love this so much!!


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LarsC wrote:
TheWulfie wrote:

To help out those confused with the DEX athletics issue, I've figured it out and have a few helpful pointers:

-Athletics actions are attacks, they accrue MAP, but they're not Attack Rolls.
-Anything that specifies attack rolls only does not apply to athletics rolls. That includes things like inspire courage, Finesse, and bless.

So yes, as stated before, DEX athletics options are NOTABLY less appealing. Poor whip...

I think another big thing, and I apologize if others have already said this, is that +1/+2/+3 runes on weapons seem to not give you bonuses to non-strike attack actions (such as from shove / trip / grapple / disarm weapon traits), since those magic weapon bonuses only apply to attack rolls.

Thankfully the athletics traits for weapons specify that you apply item bonuses that you would gain for attack rolls onto the athletics checks.


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Dubious Scholar wrote:
TheWulfie wrote:

To help out those confused with the DEX athletics issue, I've figured it out and have a few helpful pointers:

-Athletics actions are attacks, they accrue MAP, but they're not Attack Rolls.
-Anything that specifies attack rolls only does not apply to athletics rolls. That includes things like inspire courage, Finesse, and bless.

So yes, as stated before, DEX athletics options are NOTABLY less appealing. Poor whip...

Also, note the wording on Multiple Attack Penalty

P.446
You take this penalty on all attacks after the first on your
turn. This is a –5 penalty on your second attack and –10 on all subsequent attacks
(or –4 and –8 if your weapon or unarmed attack has the agile trait).

It states attacks, not just attack rolls, which includes athletics actions.

It doesn't appear that they listed that change to the wording of MAP in the FAQ? The entry on Nethys specifies attack roll specifically for 446, I'd have to dig out my physical book to compare: https://2e.aonprd.com/Rules.aspx?ID=322

By that wording, several actions would no longer suffer from MAP even though they contribute to it, which is a significant benefit to several feats. And almost certainly not intended.

Archives of Nethys haven't updated their errata yet. However, it actually seems that multiple instances of the attack trait contradict one another. In the glossary for the 2nd printing, both Attack(trait) and multiple attack penalty only ever specify the word "attack". However, on Page 446 it specifies that the rolls are attack rolls, yet Athletics actions contribute to the MAP (But supposedly don't suffer from them?)

This Errata has raised more questions than it has given answers.


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To help out those confused with the DEX athletics issue, I've figured it out and have a few helpful pointers:

-Athletics actions are attacks, they accrue MAP, but they're not Attack Rolls.
-Anything that specifies attack rolls only does not apply to athletics rolls. That includes things like inspire courage, Finesse, and bless.

So yes, as stated before, DEX athletics options are NOTABLY less appealing. Poor whip...

Also, note the wording on Multiple Attack Penalty

P.446
You take this penalty on all attacks after the first on your
turn. This is a –5 penalty on your second attack and –10 on all subsequent attacks
(or –4 and –8 if your weapon or unarmed attack has the agile trait).

It states attacks, not just attack rolls, which includes athletics actions.


Update: I've just got an email saying that the product is ready to be shipped, and my bank has a pending transaction listed. I really want to cancel this order, is there any way it can be refunded now? Thanks.


I have yet to receive Order 26588256 (Pathfinder Advanced Player's Guide), as it is currently Pending. I'm aware that there are current delays with international shipment, though since my payment has not gone through yet, I would like this order to be cancelled as I am no longer interested in the Physical Product. I'm planning on purchasing the product instead through Roll20 so that I can use the assets through the compendium there.


Hey! I have an interest in joining in this group! Though I am GMT+0, meaning earlier play times the better, I'd really enjoy getting involved in a PF2e game. I have a fair amount of experience GMing PF2e, but not playing it myself (i've built a fair few characters though), and I should be just fine making all the available timeslots, with a preference towards the later days in the week.

Let me know if you'll have me! I'm quite willing to fill any role needed in a party!


With how the Core classes are set out, and with the addition of class Archetypes, it feels to me as if there might be very, very little, if any, class overlap. Having class overlap with certain abilities (Skill quantity with rogue, Alchemy specialisation with Alchemist) would either create arguments for and against either class as the "superior" one, or would cause people to use archetypes to "double up" on specific abilities (Granted this can be sort of done with hunt prey and Rogue archetype sneak attack, though those types of precision damages are gained in different ways.)

I have a feeling that in order to make investigators unique so that there's little overlap with rogue and alchemist, it could likely improve on skill quality over skill quantity, as mentioned gaining more types of skill bonuses which can be utilised in and out of combat a lot differently than what's normally available.

The most likely option is Paizo putting focus on inspiration though, since that was the most unique thing about PF1e Investigator in comparison to Rogue and Alchemist. They'd most likely have class trees to focus on using it yourself or giving it to other party members.


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The Core rule book has a section about Rarity:

Core Rule Book p.13 wrote:


Rarity
Some elements of the game have a rarity to denote how often they’re encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity. If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell.

Bold mine, but with this paragraph I'm led to believe that Uncommon Rarity is all about what it says; training, culture, and ethnicity. It's not about what is and isn't allowed, I'm fairly certain by this logic if you wanted to say "My character is a pathfinder agent in training" you'd be very welcome to take the pathfinder agent feats. If your character was written as part of one of the many of the Mwagni cultures, you wouldn't have to jump through hoops with your GM to say "I want to take Magaambyan Attendant Dedication." It just means that if your character isn't already part of these categories when it comes to feats and abilities, you're going to have to earn access to these feats another way.

The rules don't say "no", they say "If you want this, build a character Narrative-wise around it."