Caroliss Minerran

Vessa's page

Organized Play Member. 52 posts. No reviews. No lists. No wishlists.



Dark Archive

1 person marked this as a favorite.

With a welcome change coming in the form of Alchemist getting medium armor proficiency in the last FAQ and playtest gunslinger having legendary proficiency in firearms. My friends and I are wondering if other classes might receive similar treatment.

The martial classes could all get legendary proficiency, without upsetting the system. Even if they have to wait until level 17 or something- it seems like a good deal to me. If not that, maybe a feat to give players the option for legendary proficiency with one weapon group or something.

For the spellcaster classes, as many have mentioned, the next round of FAQs would be the perfect time to have them upgrade their spellcasting proficiency at the same level as martial characters get their weapon proficiency upgrades. Its kinda weird how they just lag behind.

Like I said these proposed updates definitely won't upset the system, they'd just iron out some of the oddities of the system.

Dark Archive

I mostly built it like so because it's just so cool and flavorful, but it actually seems like it can hold its own. The plan is to use an Elven Curve Blade from level 2 on and eventually mostly rely on One-inch Punch, which should land if flanking.

Zhang Yun
Half-Elf Martial Disciple Monk

Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10

Class Feats:
1 - Monastic Weaponry
2 - Ancestral Weaponry
4 - Peafowl Stance
6 - One-Inch Punch
8 - Stand Still
10 - Peafowl Strut
12 - Dodging Roll
14 - Whirling Blade Stance
16 - Enlightened Presence
18 - One-Millimeter Punch
20 - Enduring Quickness (or Golden Body if accessible)

Key Ancestry Feat:
1 - Elven Weapon Familiarity

Dark Archive

7 people marked this as a favorite.

There is no mention in the playtest of creatures made of fire, like fire elementals, shedding any light. There is also no mention of light being shed from creatures on fire or some fire spells that have a duration, like Fiery Body and Flaming Sphere.
An easy fix could be as simple as adding "Non-instantaneous effects and items with the fire trait shed bright light in an x foot radius" to the fire trait description. And adding an extra sentence to the already long persistent damage condition that reads "Creatures taking persistent fire damage shed bright light in an x foot radius".

Dark Archive

3 people marked this as a favorite.

First of all, 2e seems alright. There's problems but somethings are really cool and are a much needed update from 1e. Honestly I feel as if the playtest is, overall, a step in the right direction.

That being said one thing I'm praying to Nethys to change is the nerfing of spells and spellcasters. I've been following the playtest ever since it was announced and have read the rulebook. At first I was pretty apprehensive because I saw that every spellcaster was being limited to 3-4 spells per day. I then looked through the spells and noticed that they are so weak compared to a basic sword swing(an unlimited resource that only costs one action) and this was the case throughout the first few levels of spells. A perfect example of this is Barkskin, a really good spell in 1e that is unusable in 2e. Why does it have a downside when it basically doesn't do anything? Why does the downside then increase when you heighten it? Why does it only last for 1 minute? I'm genuinely confused by its existence.

Another thing is why not give wizard something to make up for the fact its not even trained in simple weapons, not trained in any armor and is the only prepared caster that can't heal others?