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scottieboy86's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Here for the 5e support! Seems like a good way to make some money on your ap catalogue by providing ways to make it easier to run them in 5e.


Tamago wrote:
scottieboy86 wrote:
The way I see atheism working in a roleplaying game with gods is that the atheist acknowledges the gods' existence and power but does not find that power alone as sufficient reason for reverence. I actually find that very logical, especially in a world where deities are powerful but not all-powerful.
Have you read "Death's Heretic"? It's a Pathfinder novel, and the main character espouses exactly this world view. He's also an (unwilling) inquisitor of Pharasma. Very good book; I highly recommend it!

I will check it out. Thanks!


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The way I see atheism working in a roleplaying game with gods is that the atheist acknowledges the gods' existence and power but does not find that power alone as sufficient reason for reverence. I actually find that very logical, especially in a world where deities are powerful but not all-powerful.


Why is it "broken"? Sorc/wiz are the only spellcasters that don't come with some armor training, and they have the lowest hitpoints. Is magic missile soooo good that you that have to wear a dress in order to cast it?


You are right in that different classes have different schticks. It probably is unfair to compare different classes to each other. Just irks me that druid has the same number of spell slots as the cleric without a big chunky pool of auto-heightened spells as baseline.


I really don't think "fine" is good enough when it comes to druid Spellcasting. So much of the druid's power seems to be derived from the assumption that the average druid will take multiple order feats. If it's assumed, then it needs to be baseline. Take a look at a storm druid who focuses only on spellcasting to other casters of the same level. It is not a good look, imo. Comparable to a bard, but nowhere near a cleric.


Cantriped wrote:
David knott 242 wrote:
Cantriped wrote:
Dilvias wrote:

Humans get "One additional language, selected from

those to which you have access" but does not explain which ones they can access.
The Ethnicities (except Taldan) provide "access" to given languages, otherwise it can be infered (but isn't ever stated outright) that a character also has access to their regional language (thankfully for the poor Taldans).

So do Taldans get to choose a common language, or are they a language short in PF2?

And do the half-elf and half-orc feats potentially give a "human" character access to a third language, or just the ability to replace that human ethnic language with the language of their non-human parent?

A Taldan/Chelish character has the same potential number of languages, they just have Access to one fewer languages to choose from. By default this appears to limit them to their regional language.

Half-Elves/Orcs don't explicitly gain Access to their racial language unless they select it as one of the feat's benefits (which grants the language outright, giving you a third language).

Beyond that a player could argue for access to anything using backstory. The playtest rulebook even indicates that a bonus skill feat (specifically Sign Language) is an acceptable reward for a good backstory... though the section could also have been implying the GM would/should allow a customized Background.

Taldan is Common. I do not believe they have a regional language because their language is the Common tongue for the Inner Sea Region.

From Pathfinder Wiki: The language of the Taldan people is Taldane; the language has spread to become the Common speech of the entire Inner Sea region, a testament to Taldor's vast influence


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I really think it would be less awkward if this wasn't a keyword at all. It doesn't seem like its saving much space.


In the Spellcasting / spell repertoire section of the various Spellcasting classes. Most, if not all, have 4 prepared/known.


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This kinda thing is what I wanna see from my magic wands and staves. I was greatly disappointed to discover that wands and staves were just glorified scrolls when I was first introduced to 3.5 in college.


My hero!


And, in which case, those abilities should be baseline like a cleric's channel pool. I am not fond of feats that "must" be taken in order to achieve some sense of parity with another class.


does the system assume that all druids will take wild shape? I'm looking at a storm druid and they will have none of those things aside from their own spell pool for a limited use power that is barely better than a cantrip.


I'm having a hard time understanding why the Druid doesn't get at least

one more spell per spell level. Clerics have the same number but have

channeling as a baseline ability. Druids have no such ability to cast

additional spells unless I am misreading something.


That's not the problem. Each bloodline says that they are both signature skills AND trained for you. Under Reading a Bloodline Entry:

Bloodline Signature Skills: You are trained in the listed
skills and add them to your signature skills.


It is very oddly worded. If it is the case that those four skills you get from bloodline take up four of the trained skills for your class, then either the class sidebar or bloodline section need something to reflect that.