Male Daytona 500 DM / 12
I just copy/pasted some exerts I found online. Basically, the only penalty for firing into melee is the -1 for soft cover if it applies. The rules somewhere I read state that the party is used to working together, so know the other players tactics and hand wave any other mechanical disadvantage. Other than the "Volley" penalty for a long bow and others there is no penalty for shooting a bow in melee that I can see you can haul off and shoot your short bow right in the face of the enemy next to you. Some of these references are probably for PF2 not remastered, and though rare Attack of Opportunity hadn't been renamed in PF2 until remastered. Direct negatives mean there is no penalty except for the soft cover one, If there is nobody between you and your target... fire away. Composite bows add this property to the bow.
Longbows and some other bows add the following property:
NOTE: Many of the questions can be solved by searching in Archives of Nethys. That's what I do when queried.
Male Daytona 500 DM / 12
There is no strict ranged penalty in Pathfinder 2e about firing into a Melee scrum. If your friend is tangling with a monster and you want to give them some fire support, then you are free to let fly. It is worth noting that Cover rules will still apply. Your friend and teammate might be providing Lesser Cover to your target on accident. Use the “Draw a Line” rule above, and if your line is interrupted then your target will get a Cover bonus. In Melee here can also mean firing at someone who is adjacent to your square. There are no hard and solid attack penalties for specifically making a ranged attack while you are engaged in Melee, except for the Volley trait listed above under ranged penalties. Though it is necessary to consider that when firing while adjacent to an enemy, you might provoke an Attack of Opportunity (AoP). Not everyone gets an AoP, but it is a valid concern. You might want to put an arrow into the face of an Orc, but instead, he might smack you.[/ooc] There aren't any direct negatives. There are a lot of negatives though. Ranged weapons in general are weaker since they don't get full str. You get hit by reactive strikes If using a longbow you have a -2 and if using a short bow your weapon die is weaker. If you are using a non longbow there is no direct negatives except attack of oppurtunities.
Male Daytona 500 DM / 12
The rules haven't really changed from 1st printing. There are additional options, and the classes have more levels covered, but the basics of the game haven't really changed. I have a first printing that I've been playing with, and don't really miss much. I beleve you can get the 6th edition rules free right now.
Male Daytona 500 DM / 12
4d6 ⇒ (6, 4, 2, 1) = 13 12
Yay! Pretty good. I'll come up with something fascinating. I'll have something ready to go hopefully this weekend. Got to decide if I want to "Generalize" or pump up a couple of stats to really get a character good at a couple of things. Good rolls for doing either. Using Method 6 can more than one attribute be raised using this?
Male Daytona 500 DM / 12
GM Cody wrote:
Oppa doesn't have Doxie with him at the moment due to the catastrophe last time he brought her in. Her brief appearance is when he left her with a sitter at the temple to Desna, before he got too far away and she popped out of existance.
Pathfinder Adventure Subscriber
Oppa's Background
Spoiler: Oppa was always small... even for a gnome, and his speech impediment kept him constantly as the butt of jokes in the small Gnomish settlement he found himself in. It didn't help that he was part of a large family, and a late addition as well. The fortunate part was that he had a lot of big brothers and sisters to take up for him and neutralize bullying... but this also kept him from learning to develop his own confidence... and they couldn't always be around. One lazy Sunday afternoon Klemm, one of the worst at picking on him finally caught him alone behind the mill. She knocked him down, and pushed his face in the mud, attempting to fill his mouth with the disgusting mixture. A noise arose from the thicket just beyond them, and distracted by the sound Oppa was able to slip free. He ran into the deepening forest.... anything to get away from that monster Klemm. Too far in fact he was lost... As night began to fall, he heard a rustling in the brush. Into the clearing stepped a young... well... dragon. Backing away in fear Oppa's head swayed from side to side looking for an escape route when the creature spoke. "Well is that any way to treat your rescuer? Simmer down, I'm here as a friend. After all, you're the one who summoned me here". Thus, Oppa met Doxie. He kept her secret from the rest of the village, and began to spend more and more time in her company, strengthening their relationship, and building trust. It took another encounter with the notorious Klemm to advance to the next stage of his life. Though with some work his stutter lessened so that he only did it when nervous... like around Klemm. She followed him on one of his journeys into the forest and started pelting him with acorns and walnuts just as he got away from earshot of the settlement. This time more rage than fear took over his reaction, and he bellowed for Doxie. She answered his call... and let's just say the Klemm was now on the other side of the equation. With the secret out Oppa decided it was time to discover what his calling was. So, with a tearful good-by and promise to visit often, Oppa and Doxie wandered off down the road towards adventure. and hopefully to slow the onset of the Bleaching that was currently hitting his village hard.
Pathfinder Adventure Subscriber
Here is the stat block for Oppa Silk - Level 1 Gnome summoner. I'll make a Profile if chosen. Oppa Silk
Spoiler:
Oppa Silk Summoner 1 N Small Gnome Fey-Touched Humanoid Perception +5; Low-Light Vision Languages Common, Draconic, Gnomish, Muan Skills Acrobatics +5, Arcana +5, Athletics -1, Crafting +5, Intimidation +6, Lore: Herbalism +5, Lore: Plane of Earth +5, Nature +5, Performance +6, Stealth +5, Survival +5 Str -1, Dex +2, Con +1, Int +2, Wis +2, Cha +3 Items Unarmored, Backpack, Bedroll, Chalk (5), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Basic Crafter's Book, Repair Kit, Healer's Toolkit, Steel Shield (Hardness 5, HP 20, BT 10) AC 15 (+17 with shield raised); Fort +6, Ref +5, Will +7
Empathetic Plea Prerequisites trained in Diplomacy Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack. The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC. Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn. Success The creature takes a -2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary. Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours. Consume Energy Dragon Classification Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute. Awakening The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades. Awakening You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, Strikes with the chosen weapon or unarmed attack deal an additional 1d6 damage of a type matching the energy you consumed. Speed 25 feet Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4-1 B
Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496). Breath Weapon (Arcane, Eidolon, Evocation) Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6. Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Primal Innate Spells DC 16, attack +6; Cantrips Elemental Counter
Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Additional Feats Additional Lore, Assurance, Energy Heart, Fey-Touched Gnome, Natural Medicine Additional Specials Assurance (Nature), Eidolon (Dragon Eidolon), Energy Heart (sonic), Evolution Feat, Link Spells Notes: Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Dragon eidolons manifest in the powerful, scaled forms they had in life; most take the form of true dragons (albeit smaller), but some manifest as drakes or other draconic beings. You have forged a connection with such a dragon eidolon and together, you seek to grow as powerful as an ancient wyrm. Tradition Arcane Traits (Variable) one more (see Breath Weapon below) Home Plane Astral Plane Size Medium Marauding Dragon Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap) Skills Arcana, Intimidation Senses darkvision Languages Draconic Speed 25 feet Eidolon Abilities Initial breath weapon; Symbiosis draconic frenzy; Transcendence wyrm's breath Breath Weapon Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.
I'll throw together a background in a bit.
Male Daytona 500 DM / 12
If anybody else is interested in my upcoming Pathfinder 2E game, please check in using the link (5) posts ago. If not, all is good, and I'll reach out to some additional friends before general recruiting. No hurry as this game is several weeks away... just didn't want to spend the time preparing if there isn't enough interest. Have a great weekend all!!!
Male Daytona 500 DM / 12
No problem with using the Orc or the remastered Witch, and remastered is in play. That's two votes for Lost Lands. I'll wait till a few others pitch in before deciding for sure. I'll give it to the end of the week, then if we've got no more players from this game, I'll reach out to some others I've gamed with and enjoyed. Also, open to any suggestions you guys might have for additional players. Anywhere between 4 and 6 is good for me.
Male Daytona 500 DM / 12
Here is a thread to begin discussion of my upcoming PF2 game. (Invitation Only). I'm considering the following at this time. * Campaign based in the Lost Lands. (Fiddlers Lament, Aegis of Empires). Like this land, but the fact that it's not in Demi-Plane might complicate things. * 2E conversion of Mummy's Mask. Like Lost Lands digital resources are limited... but this is one I've always been interested in running, and I have a 2E conversion. * Outlaws of Alkenstar Of all the 2E AP's this one interests me most... though I'd be inclined to provide Level 1 characters for everyone to make sure this AP's unique challenges are covered. It would be all you after that. I allow Ancestral Paragon, and Free Archetype, and with the retraining Down-time options you'd be able to quickly make the character your own. House Rules (There may be more but at first glance this is what I've come up with. + PF2 is designed with no "Preparation or Pre-buffing actions" but I've modified that a bit. If you roll a 20 on initiative you get a "Pre-Initiative Action, and if you roll a NAT 20 you get two. This applies to all participants, and after these actions Initiative proceeds as usual. + In a similar vein if using the DEFEND Exploration activity you can choose to either have your shield raised... or a weapon in hand. In my opinion as your exploring, you're not walking around ready to jump at anything as your looking around doing other things. + I hate using limited resource things like healing spells and potions to end up with a 1, so I've adjusted this a bit. You drop a die size and add 2. For higher level spells with multiple die rolls only one die gets this treatment. For instance, if you heal 3d8 you now heal 2d8+1d6+2. This only applies to limited resource things not towards skill usage. + PF2 RAW calls for a lot of hidden checks, but my players hated that so I let them roll almost everything until they prove they can't keep from meta-gaming. One group I run is fine, the other struggles. "Why are you rolling perception on that chest as well. Your party rogue just did (Rolled a 1). Do you not trust him? + I don't like the Critical hit and miss cards, but wanted something to punish terrible rolls, since good rolls are rewarded. In my games if you roll a 1 on an attack roll you roll a d4 and one of the following is your reward...
I might have a few more... but this is all I can think of at the moment. If you're interested please comment, and we'll discuss.
Male Daytona 500 DM / 12
I've been through the same process you guys are going through right now. I bought the game when it was first released and said... NOPE! But I grew tired of 5E's predictability and started exploring. After many hours of watching Actual Play YouTube videos (Most of them have half the rules wrong BTW). I decided to take a deeper dive and found myself sold. It did require a change in thinking but the deeper I dove the more I appreciated the tight math, and three action economy, as well as the vast array of options for characters. In actual play the fact that creatures, and abilities work differently than my past experiences made it exciting and new again. It is dense... but as a GM I discovered that if something seemed unbalanced it was probably either being interpreted wrongly, or other options need to be chosen first. I started with a bunch of House rules but have since dropped the majority of them as the system is pretty tight. I'll probably begin preparation for my PF2 game shortly and will just start it without a recruitment thread to begin with. I'll just provide a link to the "Discussion" thread, and we can discuss rule interpretations and options for the game there. Campaign Discussion Link.
Male Daytona 500 DM / 12
Once you are healed with the medicine skill you have a one hour “cool down” and 24 hour “cool down”for battlemedicine. Since there are no “wounded penalty” in PF2 HP”s represent small injuries and fatigue… so a quick drink and wound binding make sense to me. Battle Medicine to me is rushing up and putting a quick tourniquet to staunch the bleeding. We’re so used to using magical healing it’s sometimes hard to adjust to a different method. Applying new rules to old situations invites frustration..
Male Daytona 500 DM / 12
Yes. That is correct. Usually best to let the highest Medicine score try the check. You can however assist to add a +1 to the check by making an Aid check with a DC of 15 if you are trained. As you'll find the +1 and +2's make a much bigger difference in PF2 over other systems due to the tight math, and degrees of success. You are also right about the "Cool Down" time. As I mentioned there are feats to allow you to do cooler things with Medicine. Pathfinder 2 is designed for balanced encounters, so it is easier to heal than in other games so that you go into every encounter at almost full Strength. To me taking 10-minutes or so to bandage up the scrapes and cuts, makes more sense than using up all your magical spells on healing. Gives magical healers more flexibility in choosing spells. In addition with the Remaster rules, the cleric class can get a healing font which is basically (4) Estra spell slots that can be used only for Heal or Harm spells. The "Lay-on-hands" ability also is a "Focus Spell" so you can refocus for 10-minutes then cast it again. In actual play I've found that Heal spells, Lay on Hands, and Battle Medicine are to be used during encounters, while the Heal Wounds action and Lay on Hands are useful between encounters. The assurance feat is handy with Heal Wounds as you can basically never fail your check if your skill is high enough... though you'll also never Crit. There is also a feat called Risky Surgery Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead. Which can be fun if your patient is not at the brink of death.
Male Daytona 500 DM / 12
Just a reminder... When using the Heal Wounds (Trained) skill an individual can only be treated once per hour unless one of the healers has a special treat that reduces that cooldown time (Can't remember the name of the feat offhand). And the Heal wounds activity takes 10-minutes except in the case of the Battle Medicine Feat which takes only one action but can only be used on an individual once per 24 hours. If you take an hour to use the Heal Wounds skill instead of 10-minutes it heals double.
Male Daytona 500 DM / 12
Initiative can change based upon what is used. By default, it's Perception however if you're climbing it might be Athletics. If your using avoid notice it would be stealth. Usually based upon your exploration activity. Skills go up (1) per level. Also, you can increase your expertise when you get a new skill. Trained, Expert, Master, Legendary.
Male Daytona 500 DM / 12
BTW if I can figure out the whole Mapping aspect, I'm thinking about an introductory Pathfinder 2 campaign on here based in the Lost Lands. They do have some adventures and an adventure path. (Aegis of Empires) using PF2. Would start with The Fiddlers Lament and progressing onward. While I welcome PF2 veterans who can help with newbies integration, I'm planning on detailed explanations, and options to help those still unsure about Pathfinder 2 be more comfortable with it, and realize it's joyous utility, and motivation to roleplay your character. Thought I'd post it here among people I'm comfortable with first, and actually make a recruitment thread (If required) when I'm ready to start.
Pathfinder Adventure Subscriber
I am interested in playing just having trouble making the time to build a character. If the GM would like to build one for me, that I can make changes to I could perhaps get on board quicker. Either a grizzled Rabbi that's seen a lot, or a young Catholic priest that is unprepared for what he's going to see, but strong in faith. I have a concept just finding it difficult to make time to do the mechanical part.
Male Daytona 500 DM / 12
I also like trying out game systems, and have tried many of them over the years. I also find that the makeup of your players has a great impact on the enjoyment of the game. I love the Gumshoe system... but have only found one other player in all my time that enjoy's this system as much as I do; and it doesn't adapt well to PbP. I currently have the following systems as my go to. 1. Main Fantasy - Pathfinder 2e. I love the fact that all the different conditions and abilities turn everything you thought you knew about the things facing you on your head. No longer do the common conceptions about abilities, weaknesses, and lore hold true. (Who knew Troglodytes could occupy the same square to attack and get a bonus). 2. Old School - Castles & Crusades. When I crave non-complicated mechanics games this is it. Old school feel and module conversion is simple... but mechanics are updated and make sense. 3. Sci-Fi. - Fading Suns. To be honest I haven't found a Sci-Fi game system that I really jive with, but anytime I run the Fading Suns Universe I am thrilled. Just wish I could find a system that matched what it evokes in me. (Playing around with Heros & Hardships, and a NWoD conversion, but no time to do so.). 4. Main Modern - Tie between New World of Darkness, and Gumshoe. Both appeal to different types of gamers, so depending upon the genre and players involved I can go either way. I like NWoD due to the ease of adjustments... add or subtract a few d10's to adjust, but I really like the fact that in Gumshoe if you go the right place to find a clue then you get it... no rolls... but combat is a little too abstract for me. I need to find out a way to combine the two. 5. Other - I really want to like AGE and Savage Worlds, but though they both read fantastic, I've found that running them doesn't work out as well as I expect. Maybe due to me not being as familiar with these systems. As far as settings go... Iron Kingdoms, Midgard, Golarion, Arcanis, Palladium, Midnight, Fading Suns... and so many more. Guess I'm a Settings Whore.
Male Daytona 500 DM / 12
That is a good point... however what PF2 specializes in is its ability to not have to "Build" a character to do a particular thing. The Barbarian could utilize movement feats and skills (Acrobatics) to make the opponent "Off guard". He could use "Deception" to Feint and lower AC, he could use Knowledge skills to uncover weaknesses... and to be honest this particular Barbarian is designed to stand in one place and deliver blows... and he does a lot of damage this way... but could be more effective if he used one of the other options to ease his journey. It's not always most effective to just attack AC. Sometimes attacking the opponents Will save, or Athletics DC is more effective depending upon the foe's weaknesses. PF2 is also very much a game designed for a team of adventurers, not a group of individuals getting together to adventure. We have an Oracle who uses much of his action economy to keep the Barbarian up and effective, and our healers are busy full time doing the same. You can build whatever you want in PF2, but your choices also effect the other members of the party and their actions. In addition... even with limited choices of PF1 core... the math still breaks down at higher levels. I ran / played many PF1 games, and it was my system of choice until 5E, but for my style of game at about level 7 the rules got in the way of the story...and I'm a story-based GM. Almost any game system can be effective with good players, and GM's I just find that PF2 takes far less work to GM. If something seems unbalanced in play, then it's probably being misused, so find the rule and fix it. And the consistent math throughout the level advancement makes it easy to rule.
Male Daytona 500 DM / 12
In my opinion the way the math is treated is the difference in the games. to me the original releases of d20 (D&D 3.0/3.5, and Pathfinder 1) worked well in early levels, but it became very cumbersome (Especially for the GM to keep the math under control. Marry that with the number of unbalanced combinations available it became challenging to play and almost impossible to GM at higher levels. D&D 5th attempted to fix this with the bounded accuracy which works, but to me it tends to become a game of trying to get advantage and avoid disadvantage, and as the game grew this remained the driving force. That's not wrong... but as options were added it became easier to both get advantage and cancel advantage. Also, the math while better did tend to creep at higher levels as the bonuses increased at a higher level than the challenges. In addition, as resources were used, the ability to balance encounters became more challenging. Pathfinder 2E attempted to control the math as well, but instead of attempting to "suppress" it like 5E did they decided to adjust the math as you leveled up. By doing it this way a +1 bonus is as vital at level 15 as it is at level 1. Combine this with the (4) Levels of success and it becomes even more important as getting to that "Critical Success" becomes a goal as well as just succeeding. This is what leads to the care with "Dump Stats". First of all, if you're proficient you add both your proficiency bonus and your level to these checks... so the ability modifier isn't the only bonus to these skills. You just get better at them every level. When you get skill increases you can either increase your proficiency in an existing skill or add a new one. In addition, the "downtime" rules allow you to retrain a skill you aren't happy with, or don't use. The fact that you can use Deception, or Intimidation to decrease the AC of your target becomes vital. We have a Barbarian in our tabletop game that was warned not to become a "One-trick Pony" but his experience with other systems caused him to not listen. I can't begin to count the number of times that another +1 or +2 would have resulted in a success or upgraded to a crit... but he continues to attack at -5, then -10, and gets frustrated. He took a CHA penalty, and no ranks in Deception or Intimidate, so he can't get that +1 without a lucky roll. At level three he plans on taking the Intimidate skill, now that he sees that utility is important in PF2. Even with his -1-ability modifier (Which I tried to talk him out of). he'll be at a +4 to intimidate. So, for that third action a +4 Intimidate is probably more effective than a -10 Melee attack. The large bonus numbers can be a bit intimidating especially to those familiar with 3.0/3.5 or 5E, in play the difference between the numbers needed, and those available remain consistent. Sign in to create or edit a product review. |