I just read through the player's guide and noticed it mentions every class!...except one. Where are monks in the guide? Do they not fit in in Absalom or the guard?
I had to go look it up after you mentioned it but you are right. They don't mention monks. They should make decent guards or detectives I guess. I already have a player planning to be one so I guess we will see.
I noticed it also doesn't mention ranger, but they are definitely part of the guard right? I know word space is limited and not every class is going to be mentioned every time, especially since new ones are coming out later, but it just feels a bit odd to get them all but two. Ranger especially feels fitting, but I'm really curious how monks interact with joining the guard since they don't seem like the stereotypical guard to me (no armor, no weapons probably, etc).
I just read through the player's guide and noticed it mentions every class!...except one. Where are monks in the guide? Do they not fit in in Absalom or the guard?
As a teacher with young children (ages 4-10), I've never seen any kids put glue on their faces.
However, when I worked in a junior kindergarten classroom, we had these carpet circles that stuck on with pretty strong velcro. Well, one of our girls that thought she was funny put it on her head, in her very long hair. Turns out, velcro very easily sticks to hair and is basically impossible to get off without losing some hair. She didn't do that again.
Good day. I was just reading through the pfs2 guide and it says that those who participated during the playtest will receive boons. How do I redeem this?
Through the "My organized play" > "boons" tab. These boons included things like starting at level 2 or 3 or getting other minor bonuses. However, the system recently went down and was replaced with the free rebuild boon, but they will return once the organized play team gets everything sorted out with the AcP system.
I think I'd personally like CORE a lot more if it was more like a CORE+ where any of the main books were legal, but no splat books. Like there are a lot of non-core classes that I wouldn't mind playing in a CORE+ state and I wouldn't mind losing side/splat book options as much.
I'm thinking the Core rulebook, the ACG, the APG, and OA being the entirety of CORE+
The problem with that is that sometimes fixes to core+ (fencing grace?) were published in soft covers.
And a lot of people say the players guide and class guide are what fixed Pathfinder so there are just some things you have to live without
I think I'd personally like CORE a lot more if it was more like a CORE+ where any of the main books were legal, but no splat books. Like there are a lot of non-core classes that I wouldn't mind playing in a CORE+ state and I wouldn't mind losing side/splat book options as much.
I'm thinking the Core rulebook, the ACG, the APG, and OA being the entirety of CORE+
I wasn't saying converting characters does affect anything at all. I'm just saying that it's even more difficult to play CORE now and will only become increasingly so. I'm also not saying we should all jump ship and abandon CORE, but it does split the ever decreasing player base and it's far more likely poeple are going to find games for classic mode.
Isn't that the point? Doesn't that mean more people are playing together and means we can run more games? I'd much prefer to have the problem of too many people wanting to play than not enough people able to play. The former is addressable, and the later is not.
The main issue with CORE from Nowruz's perspective is that fewer people are playing 1e, and the people still playing 1e are far more likely to be playing standard and not CORE. This is, of course, an accurate statement of the state of CORE; it simply is not as popular and never has been meaning you're far more likely to find a standard game instead of a CORE game.
Claiming CORE helps us all play together, even on scenarios we have already played, does not mean anything if no one actually plays or runs these scenarios. That's not even mentioning the problem of high-level CORE, where many people would have to play pregens due to the lack of play to level up personal characters.
The P:WoR is running on the same game system as P:K, so the existing turn-based-mod should (with minimal work from the dev) work on the new game.
I've heard that coding unity mods without mod support is a huge pain in the a**. Being an entirely different, albeit similar, game, I'm sure having already made a turn-based mod will definitely help, however, I'm pretty sure they will have to recreate the mod entirely from scratch.
Cyder wrote:
Not like the PF1 rules were hard. Select move + action or full round action for the most part.
Some of the craziest things included everyone basically having pounce since movement wasn't an "action" and that casting AoE spells was nearly impossible without extreme micro-management. I really wish they had an option to just flat-out turn off friendly-fire even if that isn't how Pathfinder normally works.
While I would've liked to see Owlcat's next game adhere more to 2E rules, honestly, I get it.
Well if they based the decision on what unique mechanics the AP brings (why else start with Kingmaker and its domain management?) I don't think any other AP has better than "Mythic rules". And if they want to use Mythic rules they need to stick with 1e.
There are at least two more issues with that.
1) Their first game was, no offense, buggy. They have since ironed out just about all the bugs and got the game to pretty accurately emulate pathfinder 1e rules. I'd rather them push out at least one more game with this finished engine and coding with 1e rules rather than build an entirely new game and engine from scratch using completely different rules and mechanics.
1a) Some people just want more 1e games and the company can probably only really make one game at a time. Making the game have two different modes, 1e or 2e, would be absolutely incredible, but extremely time-consuming and challenging.
2) This leads to the second issue, the three action system. While fantastic at the table, it wouldn't, in my personal opinion, translate to real-time with pause. At that point, the game would almost have to be turn-based. Is that a bad thing? No! People really want these games to have a turn-based mode and even better, the three action system will translate extraordinarily well to a turn-based game; it will feel a lot like a Pathfinder version of XCOM and that would be awesome. However, they aren't even hinting at turn-based here and their current experience is real-time with pause.
Outcome: Will we see a 2e Pathfinder game from Owlcat in the future? I think many of us hope so and it would translate much better than 1e, but would require a lot of work and almost a different game format.
Wonder why they are revealing one stretch goal at a time? I feel like people would be more eager or willing to back the game if they saw some stretch goals they really wanted to reach.
PPS: sorry to debate here. I didn't notice we were in the 'ask a question' thread.
Yeah, this form has a lot of that. I just wanted to post the question because some people thought it was clear one way and other people thought it was clear the other way. I figured that it was good enough for a question. If it really is supposed to be one way over another than it shouldn't be too hard to answer.
TL;DR: I didn't come here to debate either, just ask for official clarification.
The rules for unarmed say they don't count as weapons. That's super duper nonambiguous.
But the rules for free-hand specifically say that they do for the purposes of abilities in regards to hands. That is also super duper nonambiguous (well I sure thought it was until someone said this doesn't work).
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Since it’s part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.
and free-hand (which it says fist uses the rules for) says:
This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
So, between those two rules, can you count being armed with just your two fists as wielding a one-handed weapon for something like dueling parry (fighter feat)?
No. As you quoted "An unarmed attack isn’t a weapon". This specific rule overrides the general rule for free hand weapons.
If your fists counted as weapons, nobody could wear gauntlets, as that would be 2 free hand weapons on one hand.
Alas, I disagree. I feel "When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand." overrides the specific text that unarmed isn't a weapon as this lets you count it as a weapon. Either way, its not super clear since "unarmed" says to use the rules for free-hand; well, this is one of the rules for free-hand, so it should apply. It needs some clarification.
And, no, this working does not make you suddenly unable to wear gauntlets because you don't have to treat yourself as wielding a free-hand weapon at all, because it says you can treat yourself as wielding a weapon for abilities. In addition, it says each of your hands can only have one free weapon on them. A fist, last I checked, is not on your hand.
Unarmed says:
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Since it’s part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.
and free-hand (which it says fist uses the rules for) says:
This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
So, between those two rules, can you count being armed with just your two fists as wielding a one-handed weapon for something like dueling parry (fighter feat)?
What happens if someone with the Stand Still feat critically hits someone trying stand up? RAW, reactions based on movement happen before the movement unless the movement action doesn't leave the square, like standing up, in which case the reaction happens after that action is completed. So, can the Stand Still feat disrupt an action that has already been completed, causing someone to stand up to immediately fall over again?
Keep in mind that most tiny creatures have no reach listed, which means they have 5ft reach if we use that reach as the default...even though tiny creatures are supposed to have 0ft reach. This is definitely an unclear issue that should really be addressed; it should vary from table to table on how far a monster can reach people.
I have not been able to look through and see if this has been addresses, but my PC's want to drag monsters around (and if they are small enough, throw them) I'm doing my best improvising here, but not really sure what this should look like. I can't see very much for advanced grappling options so I'm leaning on athletics/acrobatics a lot for these shenanigans!
Thanks for a really fun game!
There is no rules for dragging a creature and moving ends a grapple, but throwing people is easy (for monks) using this feat. Pay attention to the fact that it doesn't have the attack trait so no MAP.
Is the Swift Block Caobochon (p. 569) really supposed to be activated as a free action with a defined trigger, or is that an error and should it instead be activated as a reaction?
Thanks in advance!
Also I second the questions about casting from higher level scrolls and whether scrolls need different formulae at different levels.
This seems fine to me, the rulebook says you can have free actions with triggers. Also, if it was a reaction, you couldn't actually use the item, it would take your reaction, then tell you to take a reaction you couldn't take anymore since you've used your one* reaction for the turn.
If you have both the finesse and either trip, grapple, or disarm traits on a weapon, does the Athletics check for these actions suddenly use dexterity and become a dexterity check instead of a strength one?
I see a lot of no in those links and people have been asking for an FAQ on this since release so you pointing out random people saying yes doesn't mean anything.
If you have both the finesse and either trip, grapple, or disarm traits on a weapon, does the Athletics check for these actions suddenly use dexterity and become a dexterity check instead of a strength one?
I have a question and I hate to seem strange by asking, but if each scenario can be played once, how can you effectively have multiple characters? Out of curiosities sake.
Mainly because there are 11 seasons with around 20 scenarios or so each, plus modules that give a level each playthrough, plus repeatable scenarios, and then adventure paths.
I've always been curious how many characters you can actually get to level 12 without replays though. My rough estimate would be about 10 through just PFS scenarios and maybe 18 with modules/APs.
Aaaand I just realized this is the 2e discussion and not 1e, my bad.
Right, and you can easily have that many characters, but how many can actually reach level 12? At least one or two can get to about 16th level, but there is very limited content at that point.
I have a question and I hate to seem strange by asking, but if each scenario can be played once, how can you effectively have multiple characters? Out of curiosities sake.
Mainly because there are 11 seasons with around 20 scenarios or so each, plus modules that give a level each playthrough, plus repeatable scenarios, and then adventure paths.
I've always been curious how many characters you can actually get to level 12 without replays though. My rough estimate would be about 10 through just PFS scenarios and maybe 18 with modules/APs.
My opinion is that there are no rules for rolling an athletics check to grab. Because we have no rules for it specifically, I think we should use the rules of the closest/most similar action, which would be a grapple check.
I can definitely see the check just being a binary athletics check vs a fort DC in the future or with clarification, but I'm currently going to use a rule set we already have to resolve this occurrence. I hope we get an FAQ or something about it though!
Side note: I really love this feat because I hate "automatic abilities" like grab. I at least want the creature to roll!
Outpost 3: Naming contest
Theme: Any scenario with contests of some sort. I remember a starfinder scenario with a racing battle contest. There is a a Pathfinder adventure where you run a race through a jungle. Etc.
Requiem For The Forge Town<--- cyber-cookie if you get that unless you're Chyrone because reasons
Theme: All scenarios have high-tech loot on the Chronicle sheet.
I wouldn't mind seeing these because I've come across two scenarios with high-tech stuff and they are really cool, but I wish I had a more appropriate character pick up the chronicle
Outpost 3: Society Librarian Association
Theme: Scenarios which feature libraries, troves of knowledge, research checks (Pathfinder), lost data (SFS), and other missions involving collections of knowledge
I want:
Dhampir
Alchemical Efficiency
Aasimar
and Other Offers
Have:
Seen it once
Goblin Patronage
Seasoned archivist/taldan courtier
Scholar of the sages/model Pathfinder agent
Fighting off corruption (possessed)
Trophy Hunter
Traveler in an Unstable Timeline
Giantslayer: #6 Shadow of the Storm Tyrant by Tito Leati Tier: 15-17
Hell's Rebels: #6 Breaking the Bones of Hell by Amber E. Scott Tier: 16-18
Iron Gods: #6 The Divinity Drive by Crystal Frasier Tier: 15-17 |
Jade Regent: #6 The Empty Throne by Neil Spicer Tier: 14-16 |
Kingmaker: #6 Sound of a Thousand Screams by Unknown Tier: 15-17
Mummy's Mask: #6 Pyramid of the Sky Pharaoh by Mike Shel Tier: 15-17
Reign of Winter: #6 The Witch Queen's Revenge by Greg A. Vaughan Tier: 15-17
Rise of the Runelords: #5 Sins of the Saviors by Stephen S. Greer Tier: 14-16
Rise of the Runelords: #6 The Spires of Xin-Shalast by Greg A. Vaughan Tier: 16-18
Shattered Star: #6 The Dead Heart of Xin by Brandon Hodge Tier: 16-18
The Moonscar by Richard Pett Tier: 15-17
The Witchwar Legacy by Greg A. Vaughan Tier: 16-18
Ironfang Invasion: #5 Prisoners of the Blight by UnknownT ier: 14-16
10-22 Passing the Torch, Part I: Who Wears the Mask by UnknownTier: 12-18
#10-23 Passing the Torch, Part II: Who Speaks for the Ten by UnknownTier: 12-18
Ironfang Invasion #6: Vault of the Onyx Citadel by UnknownTier: 16-18
Ruins of Azlant: #6 Beyond the Veiled Past by UnknownTier: 15-17
Serpent's Skull: #6 Sanctum of the Serpent God by Neil SpicerTier: 16-18
Strange Aeons: #6 Black Stars Beckon by UnknownTier: 16-18
Theme: Grandmaster torch scenarios; I've played various scenarios involving him, including both passing the torches, but I don't know a lot of his backstory from a wide variety of scenarios
Other name option: Hmm, Passing the Torch
Represents the change of leadership in the lodge, just like in the similarly named scenario!
I want:
Dhampir
Alchemical Efficiency
Debt to Society
Research Specialist
Against the Grain
Niche Specialist 2
Fighting Off Corruption (Ghoul)
Have:
Kobold, ghoran, samsaran, rougarou
Seen it once
Changeling OSP boon tier 1 (very close to earning)
Goblin Patronage
Vine leshy
Share the wealth (equipment)
Seasoned archivist/taldan courtier
Scholar of the sages/model Pathfinder agent
Fighting off corruption (possessed)
Trophy Hunter
Title: Can't hold a torch to Outpost 3
Theme: Grandmaster torch scenarios; I've played various scenarios involving him, including both passing the torches, but I don't know a lot of his backstory from a wide variety of scenarios
sorry for posting so much, but I forgot to add some to the list
I want:
Ratfolk
Dhampir
Anything that would go well with an alchemist, investigator, monk, or paladin
Rebuild (save deities from my level 16.2 tetori as he goes to 20. Want to be a champion of irori instead since my Lodge is probably tired of grappling rules)
Have:
Kobold, ghoran, samsaran, rougarou
Seen it once
Seen it once
Changeling OSP boon tier 1 (very close to earning)
Goblin Patronage
Vine leshy
Share the wealth (equipment)
Seasoned archivist/taldan courtier
Scholar of the sages/model Pathfinder agent
Moment of glory (with 1 signature/recharge? Idk if I can still trade it)
Fighting off corruption (possessed)
I want:
Ratfolk
Dhampir
Anything that would go well with an alchemist, investigator, monk, or paladin
Have:
Kobold, ghoran, samsaran, rougarou
Seen it once
Seen it once
Changeling OSP boon tier 1 (very close to earning)
Goblin Patronage
Vine leshy
Share the wealth (equipment)
Seasoned archivist/taldan courtier
Scholar of the sages/model Pathfinder agent
Moment of glory (with 1 signature/recharge? Idk if I can still trade it)
That sounds really neat. I don't know if I have anything that you would be interested in. I will try to put together a list and PM you.
Thematically this sounds like it would be wonderful for my young Blossoming Light cleric of Sarenrae.
I've also played a blossoming light cleric. It was definitely one of the most fun builds I've experienced with the class, especially when you combo it with Fear the Sun on an evil enemy so they qualify to be channeled at for damage.
Just throwing this out there; is anyone interested in the Final Warning charity boon?
Final Warning:
Misinterpreting Sarenrae's dire warning, the people of Ninshabur founded the city of Gormuz above where the deadly god Rovagug had been imprisoned. Over millennia, Rovagug's influence corrupted the people of Gormuz, and Sarenrae sent increasingly urgent potents and visions for the inhabitants to abandon the curse site. In -3923 ar, she at least sent her own herald, Kohal. However, Gormuz had grown so wicked that the people killed the messenger, infuriating Sarenrae. As the herald fell, one bystander realized the terrible mistake, rushed forward to snatch the celestial being's glowing amulet, and carried it away from the city to spread the tale of Gormuz's folly. The witness escaped none to son, for Sarenrae destroyed the city moments later. The Final Warning has exchanged hands hundreds of times since (possibly once more), always shining with the Dawnflower's will to destroy evil.
The lesser final warning is a golden sunburst amulet marred by the sword blow that killed Kohal. While worn, it protects you from hot weather as endure elements and grants you a +1 enhancement bonus to your natural armor bonus
The lesser final warning has 3 charges that you can spend to invoke additional abilities; these recharge at the beginning of each day. If you defeat an evil outsider whose CR equals or exceeds your level, the amulet regains 2 charges (maximum once per day). As a move action, you can spend one charge to cause your body and equipment to ignite with soft golden flames for 3 rounds, during which time you shed light as a 2nd level spell and deal 1d6 fire damage to any creature that strikes you with its body or handheld weapon (but not reach weapons); this damage ignores the resistance of qlippoth and worshipers of Rovagug. You may spend an additional 2 charges to grant all allies within 30 feet these two benefits for 3 rounds.
Between adventures, you may enhance the lesser final warning to into Final Warning and later a greater Final Warning by paying the difference in price between those items. You receive the lesser Final Warning for free, and it has an effective market price of 0 gp. Treat the market price of the Final Warning as 6000 gp and that of greater Final warning as 20,000 gp. All versions of Final Warning have a caster level of 12th and a strong aura of evocation.
The spell level of Final Warning's light effect increases to 3rd, and the amulet grants one of the abilities listed below, selected when you first upgrade this item. A greater Final Warning's bonus to natural armor increases to +2, and it grants an additional one of the abilities below.
1)Increase the fire damage dealt by the amulet to creatures that strike you to 1d6+level
2)You can spend one charge as a standard action to communicate with any creature as tongues for 10 minutes You can end this effect as a standard action to issue a "command" to a creature (DC 17)
3)While ignited by the Final Warning's flames, your body becomes incandescent and indistinct, granting you the benefits of blur. When an adjacent creature strikes you, you can end the entire effect to blind the creature until the end of your next turn (Reflex DC 17 negates). A qlippoth or worshiper of Rovagug takes a -4 penalty on this save.
This was a Toys for Tots charity boon.
It's not super powerful, but its a neat item. I'm pretty sure it still takes your neck slot though, but I wish it had a full item block entry.
Anyway, just curious if anyone is interested, haven't seen it mentioned on the trading thread here. I think its pretty rare, so I would be looking for rebuild boons or something equally rare I suppose.
A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, skill checks, and saving throws.
Yep, I had a character with about -16 to initiative because he was using a tower shield and full-plate, neither that he was proficient with and initiative is a dexterity check. That was pretty funny actually;
GM: "What are all your initiatives?"
Everyone else: "23, 31, 16, 9"
Me: "Last...I promise."
GM: "Well whats the number, because I rolled really low"
Me" "If they have a positive number, they beat me. I have -12."