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Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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Same thing I always ask for. A book including rules for harvesting monster parts and crafting armor and weapons with them.

PF1 came close with the monster hunters manual, but ultimately said that the PF1 rules were too restricted by 3.5 to work on a large scale. Maybe now?


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Ring_of_Gyges wrote:

Bob has 110hp.

Bob takes 112 damage, gains the dying 1 and unconscious conditions.
Bob is healed back to 110hp, but is still unconscious and dying.
Bob gets hit for 1 damage three times.
Bob has 107hp and is dead.

That seems super weird. Breaking the connection between hp total, consciousness, and death seems hard to get used to.

Bob takes 112 damage, and gains the dying 1 and unconscious conditions AND moves in front of the monster that killed him in initiative order. - unless you have a large amount of monsters you rolled independent initiatives for, Bob will get a turn after all other players but before the monsters.

Bob is healed back to 110 hp, but is still unconscious and dying.
It’s Bob’s turn. Bob can make a saving roll to become conscious. If bob becomes conscious, in this example, he loses the dying condition at the end of his turn.

The rest doesn’t matter. This example also completely ignores the use of hero points, which Bob could spend just as he hits dying 4 to remove the dying condition.

And, like others have said, they are reviewing the death and dying rules.


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Bad Coyote wrote:

I just realized that the typing of Adopted Ancestry should not be General. It is a first level feat and should be chosen at only first level because it is about thinks that happened before the character was first level. So it should be an Ancestry Feat and not General. Also, General Feats are not available to characters until 3rd level.

-- Gary Ciaramella

It could also occur due to a romance or intense friendship, it would make sense to take after level 1 if you were a halfling in a party of dwarves, and after traveling for years, you feel more dwarvish than halfling.

Grimcleaver wrote:

The biggest problem with Adopted Ancestry is that you sacrifice a feat for it but you don't actually get the feat from the Ancestry you're looking to dip into. Then that ship sails and you're stuck waiting five levels for something you were hoping to start the game with--something that's only a first level feat. By the time you qualify for it, I'm not it would matter anymore. It just strikes me as a frustrating and needless straightjacket.

We have a player in the game I'm GMing. We're making characters for the second part of the playtest adventure. He wants a talking dog. His character has ties to gnomish culture in his backstory and it sounded like a blast. Seems easy enough. I figured he could sacrifice his human feat to pick up an Adopted Ancestry to grab the gnome familiar, so he can be a human fighter with a talking dog, just like he wants. But that's not possible according to the rules: he either has to be a gnome or a spellcaster. I'm not sure what in the rules makes it so he can't just start with another races' Ancestry feat at the cost of his own. Seems plenty balanced to me. I wish I could do it for him.

Yea, you’re right. RAW, the adopted ancestry only allows you access to those ancestries. You would need to either wait for your next ancestral feat or burn your next general feat on the skill, which seems like a lot for what are kind of average feats.


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To quote the second edition playtest rulebook: “Those who reject the divine might find themselves adrift in the afterlife, without a home for their souls to find peace, or possibly even sacrificed to stave off the end times.”.

I want it to be known, as an Athiest, I find nothing offensive about this passage or the ideas it entails.


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Yeah! And so far my “Lore:Tarrasque” skill only tells me what a Tarrasque isn’t! Do you know how hard it is to find a level 0 job with this lore skill?!


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Diagonal movement is identical to how it works in first edition. 5 feet, then 10 feet, then 5 feet, then 10 feet, etc. making all diagonals cost 10 feet is too punishing and defeats the purpose of diagonals.


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Keep in mind, if you roll a 1 on a skill check, but your modifier would otherwise allow you to meet the DC, you still fail, but it is treated as a failure instead of a critical failure.

For example, if you are a level 15 fighter, 18 STR, still an expert in athletics, and you are attempting to climb a cliff with handholds, DC 15, lets say. If you rolled a 1, your modified roll is 21, so you would just not move at all, compared to falling.


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I prefer it. In all of the Absalom lore, SP is the primary currency, with all prices from vendors listed in SP, even if the item costs 450 gp.

But I always wondered, if sp is the standard in Absalom, and Absalom is the central trade city of the world, why doesn’t the world run on sp.

Now it does.


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Admittedly, this was an issue with 1st edition, too. It may not seem like it now, from the pedestal of experience, but I got into the system about a year and a half ago, and I had this same issue. The book asks you to make all of these decisions about your character before you actually know how the system works.

Conversely, the basic rules section could go first, but if you’re talking excitement, it’s definitely the worst part. You don’t get someone excited for programming by explaining advanced logic arguments, you show them what that can do. But, for making a character, I almost feel that as what you need to do to know how to really make a character.