Red Dragon

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Organized Play Member. 152 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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A monk, on their turn:

During their first action of moving, falls off a ledge.

Bottom of ground they are falling to is 800 ft. down.

Fails Geab an Edge reaction.

Monk still has 2 actions left. Can they use one action to activate Wind Jump to gain a fly speed and then use the final action to fly up an amount?

Or is the Monk's turn ended suddenly, falling the 500 feet for the round as the rules might imply?


A player is at the top of a building that is 20 feet tall. This player wants to jump off the building and fall to the ground.

The player has a movement of 15, but claims falling doesn't count as movement.

Seems to me this has counted as movement in the past, but I'm having a hard time finding hard rules for this.

What is to prevent a PC from literally moving 500 feet for free while falling?


Can a caster dimension door into the air?


Good morning,

I just wanted to check my math on this, seems high:

6th Level Psychic, INT +4 mod

Has the Subconscious Mind ability, Silent Whisper. All cantrips heightened.

Given: Daze cantrip ability.

You can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp.

Amp Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being stunned 1). The weakness applies before daze deals damage.
Amp Heightened (+2) The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.

Math check on damage output:

Daze Cantrip normally does mental damage of 4.

Heightened, it becomes 1d6+4.

Amped, it gets the damage changed to 1d10. So it now becomes 1d10+4.

However, Amping it up gets 2d10 each, so this now becomes 6d10+4?


Just to be clear, it doesn't matter what you're dying value is. When you come back from dying condition, you only gain 1 wounded value. For instance, if you have no conditions and get critically hit and go to zero, you are dying 2.

If you're then healed for 1 hit point, you lose the dying 2 condition and only have wounded 1 condition.

Edit: but if you are wounded 1 already, and then gain the dying condition, you then are dying 2, or 3 if a crit took you down.


A creature has been a victim of the Volcanic Eruption spell...

It wants to cast Dimension Door to get away...

Wtf happen?


Can a medium creature with Friendly Toss and Titan Wrestler use the 2 action Friendly Toss to "toss" an ally who is size large or huge?


Can cold iron or other materials be added to animal companion teeth?


Good afternoon everyone,

I'm looking into computing the total treasure reward for a group of 4 PCs from level 1 to level 2.

I understand the chart provided in the Core book pertaining to wealth by level.

I picked out a few items going by the chart. However, enemies they face also have treasure listed. Is the treasure enemies carry*in addition* to what I've picked out based on the chart?

Wondering what others have done.

Cheers


Good afternoon everyone,

I'm looking into computing the total treasure reward for a group of 4 PCs from level 1 to level 2.

I understand the chart provided in the Core book pertaining to wealth by level.

I picked out a few items going by the chart. However, enemies they face also have treasure listed. Is the treasure enemies carry*in addition* to what I've picked out based on the chart?

Wondering what others have done.

Cheers


If a 12th level character had the level 10 Specialist Ring, would the spell that it's cast using this ring be:

1. Level of the character

2. Level 10, as the Ring

3. Level of the character if they were a level 10 caster...using wizard, could cast up to level 5


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First post on this?!

If it's not appropriate to post discussion on this I understand.

Just wanted to get some thoughts on the news today.

Looks like WOTC is really focusing on digital play, both in in-person settings and online play.

I prefer PF2 over 5e by far, but tweets I've seen imply D&D One, or "6th Edition" as it will be dually called, will be tested "better" than PF2 was tested and have things that are better than PF2.

Perram, previously from Know Direction, made a comment about monsters and spells " no longer critting.". I couldn't find anything further about this big he implied this was a good thing, rather than "false machismo n his it should be."

I guess I'm really confused on his statement compared to online what was released by WOTC. The release said the system will basically stay the same but include more options, something that kills 5e for me in personally. The combat is still so slow and boring they'd have to really make some changes.

Dunno, I felt like some comments I read were implying this new D&D was on the right track to improve 5e and undo PF2's "mistakes."


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I am pretty disappointed with Paizo for GenCon 2022. The PFS presence in the Sagamore was a quarter what it used to be. Hardly no personalities were there. I did see John Compton and Luis, who are of course shining examples of Team Paizo and do fantastic work in setting and out.

No hype whatsoever at the Con. Only time all tables were full was for the special Saturday night. Quality of GMs I had were poorer then past Cons.

I won't ever play an interactive special again. Combat all night is just plain boring, and stopping in the middle of a combat to move onto the next area just breaks the story.

It is my understanding there were a lot of GM no-shows as well. Doesn't seem to bode well. I get the bad feeling Paizo is now on the downslope of success.

I hope I'm wrong.


Hello everyone and Paizo staff!

Will Paizo be offering seminars this year? I still don't see any listed.


Hello!

I heard the creators of my Druid chronicle say each class book had a special Easter egg in it or something like that. I've tried my best to find the druid one. Anyone had any luck?


Hi there,

I'm looking at the PFS 2 events list for GenCon but don't see any games for PFS 2 listed for Friday night, 800p slot. Other slots are listed but not this one...I thought maybe because it's also a special that it hasn't made it to the list yet?


^


in title...

Plus, if immune to slashing, are they immune to a magical scimitar?


If a creature that has swallow whole has a creature already swallowed, can it keep doing swallow damage as an action?


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I've played Pathfinder since 2010, jumping over from my longtime love of ADnD 2e. Since then, I've fell in love with the world of Golarion, went to GenCon every year it's been held, and attended the last in-person PaizoCon. I've purchases thousands of dollars worth of miniatures, books, and accessories and ran and played thousands of hours of Pathfinder 1. I also jumped aboard the PF2 bandwagon and am happy with its direction.

Yes, there have been bumps on the road which made me upset, angry, and despondent. Things like the Ninja Division fiasco where I lost $300 (looking at you, Eric); the (for my preference only) poor convention specials (although the GenCon '19 was a marked improvement!); and the lack of presence at Gen Con 2021. Quality of editing has been hit or miss, and I cannot understand how to this day a company like Paizo doesn't catch misspellings and grammar mistakes. I DO understand that developers and creators should not be editing their own material-so how about some of the higher ups get into editing and help out? Just my thoughts on that.

One thing the creators have done tremendously, however, are the quality of their ideas. Add to that their constant willingness to engage with the fans on the forums and in person during conventions makes for top-tier class acts. While the upper management of Paizo has some serious issues, I still play PF2 because of the people who actually create it.

Another poster stated something about new APs being "strange and weird." I agree, but PF has such an extensive library already there is nearly something for everyone. I am very comfortable with adapting PF adventures to PF2 (I'm currently running Mummy's Mask). I understand that new players may not want to do that work, but PF2 is still young, and I'm certain more content is to come. Personally, I'm glad Paizo is doing an around-the-world approach (although I'm still waiting on that Galt AP).

I wanted the developers and creators, especially those who I routinely see on Youtube and Twitch, to know that you make this game what it is. I get through my workweek knowing I will be playing PF2 the coming weekend. I'm glad to see Bulhman's face on the tube, or Seifter's cogent explanations with Arcane Mark. His partner in crime, Linda, always brings cheer and has an ability to bring things back into perspective. James Jacobs seems like the most caring person I've ever met, yet some of his creations make me think he might be diabolical.

I wanted to thank you all for your hard work despite the employment issues that many of us face.


Are undead immune to the drained condition? RAW appears that they are not immune.

Specifically, the rules refer to undead being healed by negative "energy."

Is drained "negative energy?"


I'm just checking because it's not 100% clear.

Does a ghost get resistance to the disintegrate spell? What kind of damage is being done? It would appear to be "magical" damage.


Would the electrical attack of the Arcane Living Rune be able to bypass the Wall of Force?

It would appear so, as the Wall of Force only blocks "physical" damage.


I just wanted to make sure i was reading rules correctly.

While engulfed, a creature still needs to make an attack roll to hit the creature that is doing the engulfing?


A creature that succeeds its saving throw vs. Chain Lightning, does it:

Get 0 damage?

Take half damage?

Usually things say "basic" save.

Chain Lightning
Spell 6
ElectricityEvocation
Source Core Rulebook pg. 322 2.0
Traditions arcane, primal
Deities Dagon, Hei Feng, Ranginori
Cast Two Actions somatic, verbal
Range 500 feet; Targets 1 creature, plus any number of additional creatures
Saving Throw Reflex

You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.

Heightened (+1) The damage increases by 1d12.


Just checking: can any creature be prone?

For instance, can a snake or Owb be knocked prone?


When the bestiary says a a flesh Golem has antimagic, does forms of magic like divine lance work on him?


I just finished watching the Band of Bravos series. Another excellent gameplay medium for Paizo, Bulhman, and the players!

I much prefer to watch actual paizo people playing these games with Jason as GM over "actors."

Hopefully another series is forthcoming.


My players and I have come across an issue concerning feats.

When their level up table in their class description shows they receive a "General Feat," does this mean they can choose from the list in the Core Rule Book under the table "General Skill Feats?" It is unclear.


I would like to make an NPC in the same fashion as a player creating their PC.

Will this NPC follow the same rules for creating and determining an encounter as regular monsters out of a Bestiary and/or Gamemastery Guide?

For instance, if the APL of the player's party is Level 3, and I wanted the NPC enemy to be Level 3, will this encounter be the "trivial" difficulty at 40xp?


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There must be a reason that the creature getting the dying condition moves their initiative to after that of the turn of the effect which caused the dying condition- whether it be a trap or an enemy's weapon.

But I can't for the life of me figure out why it's necessary to take that extra step. I assume it has something to do with the dying creature's turn and rolling to stabilize, to allow for their allies to heal or help? If that's the case, I thought combat generally took place at the same instant every round...

It's a hassle- yes, I know, a small one- for those of us who use pen and paper only to keep track of initiative and if you're like me, very meticulous and careful and orderly on paper. Once again- a small hassle, but one nonetheless that is time consuming for my games as I then have to start a new set of lines and round ticks since I use straight line paper to keep track.

I'm considering houseruling it out, but wanted to make sure it wouldn't cause issues with the balance of the game.


Do Undead ping as magic through a Detect Magic at spell?


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My group is looking into using the Free Archetype Variant to open up some of the options.

I'd only like to address one issue that has come up.

What should be done with the player who does not want an archetype? Provide them with a similar general or skill feat of the same level?


Looking at page 503 of the Core Rulebook, I see a great chart that lists DCs by level of the challenge.

However, it doesn't give any advice or examples on this particular page.

For example, maybe lifting ip a manhole cover should be a Level 1 challenge with a DC of 15.

I realize a lot of challenges fit neatly in skills listings, but since this list was provided in the rules it would be awesome to see what everyone has done.


Do triggers from items have to be activated if the trigger occurs?

For instance, I've got an Owlbear Claw on a weapon, and I critically succeed on something I don't want to have it used on.


In Lost Omens Character Guide, the Hellknight Dedication FEAT 6 states, "You gain the armor specialization effects of Hellknight Plate, and your resistance from that armor specialization is 1 higher than normal."

I cannot find where the Hellknight Plate's "armor specialization" is located...

EDIT... Armor specialization goes by the Group, which is listed on pg 275. Hellknight Plate is in the "Plate" Group.


The Bestiary says monsters who don't have a skill listed are considered Trained in that skill.

But what is the proficiency modifier to that skill if the monster doesn't have a "level?"

For instance, a Level 1 Fighter Human would have a bonus of 3 in a trained skill (2 + Level).


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I've gone through the trouble of recalculating the class kit values after the errata has changed some things. I could not find where someone has already done this. Google Sheet file here:

Class Kit Errata GDrive.

Item Price (GP) Bulk

ALCHEMIST
studded leather 3 1
dagger 0.2 0.1
sling 0 0.1
10 bullets 0.01 0.1
10 bullets 0.01 0.1
adventure pack 0.7 1
alchemist tools 3 1
bandolier 0.1 0
basic craft book 0.1 0.1
caltrops 0.3 0.1
caltrops 0.3 0.1
sheath 0.01 0
total: 7.73 3.7
Total Price 7 gp, 7 sp, 3 cp
Leftover 7 gp, 2 sp, 7 cp

Item Price (GP) Bulk

BARBARIAN
hide 2 2
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
adv pack 0.7 1
grappling hook 0.1 0.1
sheath 0.01 0
sheath 0.01 0
total: 3.22 3.5
Total Price 3 gp, 2 sp, 2 cp
Leftover 11 gp, 7 sp, 8 cp

Item Price (GP) Bulk

BARD
studded leather 3 1
dagger 0.2 0.1
rapier 2 1
sling 0 0.1
10 bullets 0.01 0.1
10 bullets 0.01 0.1
adv pack 0.7 1
bandolier 0.1 0
handheld instr 0.8 1
sheath 0.01 0
total 6.83 4.4
Total Price 6 gp, 8 sp, 3 cp
Leftover 8 gp, 1 sp, 7 cp

Item Price (GP) Bulk

CHAMPION
dagger 0.2 0.1
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
adv pack 0.7 1
crowbar 0.5 0.5
grappling hook 0.1 0.1
sheath 0.01 0
hide 2 2
total 3.91 4.1
Total Price 3 gp, 9 sp, 1 cp
Leftover 11 gp, 9 cp

Item Price (GP) Bulk

CLERIC
advpack 0.7 1
bandolier 0.1 0
caltops 0.3 0.1
caltops 0.3 0.1
holy symbol wood 0.1 0.1
total 1.5 1.3
Total Price 1 gp, 5 sp
Leftover 13 gp, 5 sp

Item Price (GP) Bulk

DRUID
leather 2 1
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
javelin 0.1 0.1
longspear 0.5 2
adv pack 0.7 1
bandolier 0.1 0
holly and mistle 0 0
total 3.7 4.4
Total Price 3 gp, 7 sp
Leftover 11 gp, 3 sp

Item Price (GP) Bulk

FIGHTER
hide 2 2
dagger 0.2 0.1
adv pack 0.7 1
grapplin ghook 0.1 0.1
sheath 0.01 0
total 3.01 3.2
Total Price 3 gp, 1 cp
Leftover 11 gp, 9 sp, 9 cp

Item Price (GP) Bulk

MONK
longspear 0.5 2
staff 0 1
adv pack 0.7 1
bandol 0.1 0
climbing kit 0.5 1
grappl hk 0.1 0.1
lesser smokest 3 0.1
total 4.9 5.2
Total Price 4 gp, 9 sp
Leftover 10 gp, 1 sp

Item Price (GP) Bulk

RANGER
leather 2 1
dagger 0.2 0.1
longbow 6 2
10 arr 0.1 0.1
10 arr 0.1 0.1
adv pack 0.7 1
sheath 0.01 0
total 9.11 4.3
Total Price 9 gp, 1 sp, 1 cp
Leftover 5 gp, 8 sp, 9 cp

Item Price (GP) Bulk

ROGUE
leather 2 1
dagger 0.2 0.1
rapier 2 1
adv pack 0.7 1
climbing kit 0.5 1
sheath 0.01 0
total 5.41 4.1
Total Price 5 gp, 4 sp, 1 cp
Leftover 9 gp, 5 sp, 9 cp

Item Price (GP) Bulk

SORC
dagger 0.2 0.1
slingshot 0 0.1
10 bul 0.01 0.1
10 bul 0.01 0.1
adv pack 0.7 1
bando 0.1 0
cal 0.3 0.1
cal 0.3 0.1
sheath 0.01 0
total 1.63 1.6
Total Price 1 gp, 6 sp, 3 cp
Leftover 13 gp, 3 sp, 7 cp

Item Price (GP) Bulk

WIZARD
staff 0 1
adv pack 0.7 1
materi pouch 0.5 0.1
write set 1 0.1
total 2.2 2.2
Total Price 2 gp, 2 sp
Leftover 12 gp, 8 sp


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I'm trying to wrap my head around why it is necessary to use an action to recall knowledge during combat. It does seem a bit silly to have an action for this. Any particular reason other than to use an action?


Hello,

I've had serious issues with my account for several months, and my last email asking for help is now nearly 3 weeks old awaiting a reply.

Somehow my account and email got screwed up with someone else's account and email and my account and email do not match my PFS number. I've played PFS for a very long time and want to keep that number and get my account fixed, especially in light of the new PFS PF 2 reporting/buying services that will be online now.

Who else should I contact to get this fixed?


A few questions after playing our first scenario at GenCon:

A druid in our party had the heal spell and was confused about how it worked. GM wasn't certain either. The spell says heal 1d8. Two Action says "increase by 8" at 30', 3 action doesn't list up. Question is, does the 2 action spell do 1d8+ 8? And what does the 3 action do, just d8 for 30' radius?

Monks ki strike... If I use a focus point and miss my attack, does the ki stay until I hit? Or is it expended?

Flurry of blows says I get multi attack penalty on strikes. Is it referring to the two strike actions after the flurry, or is it meaning the second flurry strike takes the penalty?

How would I charge and tackle?

Thanks all!


If a Monk enters a stance with an action, does he have to then again, on the next round, enter the stance again at the cost of an action?

Does moving change the stance?


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I just created a monk I will be using in PFS and wanted everyone to see how my process worked and how, I think, there were plenty of tough choices to make in building even a level 1 character, something I was concerned about going into the Playtest. I have to say I'm happy so far and look forward to playing him at Gen Con.

I've always wanted to play a Shoanti in the likeness of a Native American Indian, and since I've never played a Monk character and wanted to go the martial route (I favor spellcasters) I thought Monk would be an excellent choice.

The Playtest's CRB opening chapters on creation were dismal. However, 2e is wonderful. The wording is very clear and concise (but see below for some issues with matching words). Being a long-time RPGer I am already familiar with the opening points of the CRB and dove straight into character creation.

#1:
Creation is done simply by going down the “ABCs,” or following the numbers 1,2,3, and so on. I’ve already covered #1: Create a concept. However, the CRB also has points for religion, allies, etc., which I have not yet fully developed. I’m leaning toward an alignment of Lawful for certain and either Good or Neutral. Being a tribal person, I think my Monk would have an affinity for anything nature, have a strong tribal tie (especially societal morales and tendencies), and have a sense of honor.

#2/A:
]#2 sets out how to start building ability scores, which all start out at 10. I think I’d like my highest scores to be in Strength, Dexterity, and/or Wisdom (coming from PF1, I know Wisdom is a big deal for Monks). I’m leaning more towards a quicker Monk than brute strength. Let’s go into the ABC’s.

A=Ancestry. I already know I want to be a human. What does this entail? I just look up the Human Ancestry and it gives me everything I need to know.The sidebar is very clear: I get 8 HP, I’m Medium sized, Speed of 25’, two free ability boosts, and the Common Language. I wonder if picking a location to be from garners me the language of that area...for instance, if I’m from Osirion, do I know Osiriani? Makes sense that I would, but I’m not seeing anything of that nature in the opening chapters. Thinking about this brings me to Heritages, which maybe these local languages might be a part of in the future. I see a list of 4 to choose from: Half-Elf, Half-Orc, Skilled Heritage, and Versatile Heritage. I already know I don’t want the first two, so I look at the Skilled and Versatile. They are fairly clear. Skilled gives me one skill to be trained in of my choice whereas Versatile gives a General Feat of my choice. These are both very interesting, in part due to not knowing how many skill points or selections I get as a Monk.

I turn to the Monk and see my skills are 4+INT, not too bad when I compare that to other classes. But looking at the skills listed on the character sheet that I can do, there are a lot, more than 4 I’d like to do! So maybe I should take the Skilled Heritage. But wait! I might want that Versatile Heritage, so I head over to the General Feats and write down a few I might want to have. I like Diehard, only because I’ve seen how deadly encounters can be in live plays of 2e, online with Oblivion Oath, and my playtest experience. I also like Feather Step, as I expect to move around far more than any character I’ve ever had before. Toughness looks good, but with the Toughness Feat from PF1 being sub-par, I’m hesitant. As a player who likes to use skills as much as possible, the Untrained Improvisation sounds nice.

I go ahead and decide to take the Versatile Heritage and choose the Diehard Feat since I will be a melee character. I’d like to point out a key difference I think is superb and will make the game better. They’ve decided to split feats into General and Skill feats, something I think will make the game play better, make players play better, and help get rid of stat-dumping and allow people like fighters to contribute out of combat. I now need to choose an Ancestry Feat. There are two options I glom onto: Natural Ambition or Natural Skill (because I’ve already stated my propensity to like skilled characters). However, Natural Ambition allows the selection of a Monk Feat, and knowing Monks, their class abilities are usually very powerful. It’s a no-brainer and I pick this and then select Ki Strike as my Class Feat.

B:
Having completed my “A” of ABC, I move onto “B,” Background. There is a wide variety of these. Some of them, such as Acrobat, are very interesting except Circus Lore. I am not a fan of circuses at all, and being a member of a circus is not something my Shoanti Monk would ever do. So I’m unsure if I can select this. Could I change the Circus Lore to something that aligns more with my character’s concept, as long as it makes sense and does the same thing as Circus Lore? I think so, especially since I’m a GM. I could, for instance, take a lore in Shoanti Rituals (wherein an acrobatic dance is to be performed for religious or societal purposes). I then see Martial Disciple and Warrior, both of which would fit my Monk. However, Warrior has an ability called Glare which uses Intimidate, which isn’t something I found too useful in PF1 for myself and not how I envision my Monk anyway. I go with Martial Disciple, which gives me an ability boost to Strength or Dexterity, Trained in Acrobatic or Athletics (chose Athletics), and the Catfall Feat, and Lore Warfare.

I can already see I’ve made several choices that got me thinking. I hope other classes have these kinds of decisions. Then I realize I haven’t even completely finished my ability scores to where I’m at in the ABCs. I assign my Ancestry 2 Ancestry boosts to Strength and Dexterity. My Background gives me a boost to Strength or Dexterity plus one free boost. I choose to go with Strength and Dexterity again. Current: ST 14, DX 14, CN 10, IN 10, WD 10, CH 10.

C:
Now onto “C,” Class. Monk gives me 10 HP + CN modifier so I think my next ability boosts should at least be to Constitution. However, the Monk Class gives me a boost to Strength or Dexterity only, so I put it into Dexterity. Current: ST 14, DX 16, CN 10, IN 10, WD 10, CH 10. I get training in Perception, simple weapons, unarmed attacks, and Monk Class DC. I get Expert training in all saving throws and unarmored defense. I realize I also have 4 more free ability boosts to use! So I put them into Strength, Con, Wisdom, and Dex, bringing my final scores to:

ST 16, DX 18, CN 12, IN 10, WD 12, CH 10.

I then get to pick 4 skills to train in. I did have a question about this and had trouble finding an answer. I wondered if I could put a “rank” into Lore-Warfare, since this was not granted by my class, and make it Expert. I did not do this, however, just wondered if such a thing was possible. I went with training in Acrobatics, Deception, Medicine, and Stealth.

I then filled out my character sheet with my decisions and wrote in Flurry of Blows and Powerful Fist. Moving on, I looked through the Monk Feats, which contained enough choices to make me think and try to plan ahead. Dragons being my favorite fantasy creature in real life, I went with Dragon Stance automatically.

This done, I move on to step 6, which I realize I’ve already done- putting in the final four boosts. Step 7 I’ve already begun, which is writing on the sheet, and Step 8 is Buy Equipment. As a Monk, I’ve no use for weapons and armor, but I can’t hit something with my fist at range, so buy some javelins. I purchase some more equipment and fill out my skill scores, with Acrobatics and Stealth being 7, Athletics being 6, and Medicine and Thievery being 4.

I did have some questions as I looked through the various options. The Warrior background lists “Glare” and a Feat, yet there is not feat called “Glare.” There is an “Intimidating Glare,” so I’m assuming this is referring to that. I did also notice some grammatical errors, more than I would have liked for a new shiny book that’s been worked on for so long. Not sure how these things get by so easily (don’t have the writers and company people edit their own stuff).

If anyone sees any errors on my part, feel free to let me know!

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