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staticPF's page
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Let me first just say, I'm doing this on a phone until my internet gets turned back on (hopefully tomorrow) so please bear with any spellcheck surprizes I may miss.
Actions in game are a bit confusing. We are coming from a D&D background with a few other game sets mixed in, but we are totally new to Pathfinder (I was told it was just like 3.5 and d20 but I don't see much of that in the new PT rules.
As we (my group and I. I am DMing, but we all have DM experience) see it, the game allows 3 normal actions per turn, plus reactions, bonus actions and free actions. It also seems that the 3 actions allowed are players choice.
This would allow a player with speed 25 to move 5, 10, or 15 squares in a single turn.
It allows, as we understand, a mage to cast 3 spells in one turn, provided it only has one component (V,S,M, etc) or only one spell that has 3 components.
It would allow a fighter to make 3 attacks in a single round.
A rogue can make 3 attempts at unlocking a series 3 skill challenge lock.
So, are we understanding this correctly, or did we miss something.
I'm thinking we missed summat but the others, who are players and will want every advantage, think we have the right of it.
A little clarification would be greatly appreciated herr.
In our game the ooze got the drop on our Paladino's because everybody blew the perception roll. Almost killed her. But, once everyone was aware of it, it was dead in three rounds.
The centipedes were a bit tougher, but our alchemist bombed them quite effectively with a critical hit and they, too were downed quickly.
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It's hard to playtest without all the rules available. The bestiary seems an important part of this process, at least a sample one.
I'm having trouble assigning XP to my players. I understand the awards are Mild, Moderate, and High and the awards are 30, 50, and 80 respectively, but where do you find out if a creature is Low, Med, or High? I've been trying to run Doomsday Dawn, but the creatures are referenced to PF 1 bestiaries, for the most part and the few that are listed in the adventure itself have no XP level or rating or anything. The encounters seem to be rated, but the words used do not match the PFPT Book for experience tiers and there seem to be more of them (Trivial 1, High 1, Low 1, Severe 1, Hazard 2, etc...)
Can someone please direct me to an explanation of how this works, because the book is not making sense with relation to the adventure.
Dysphoria Blues wrote: Hey, staticPF, there is actually a conversation going on about this very topic in this thread here if you are interested. :)
Your thread gets the cool factor, though, because you got Vic Wertz to post on yours haha. (Thank you for making me aware of Jason Bulmahn's blog post, Vic! *waves*)
Yes, the blog post is definitely official. Jason Bulmahn is the Director of Game Design for Pathfinder. He's about as official as you get haha.
Thanks. Now if I could just get an admin yo move these posts to that thread... lol
Secret Wizard wrote: Signature Skills are simply the skills that your Class allows you to train beyond Expert, to Master/Legendary.
You don't have any proficiency in them unless you take it.
They basically limit what your character can be fantastic at.
Not a fan of the mechanic, personally.
Wow, I c0an see why. That kinda spills the wind from the sails.
Thanks for the reply.
TheMonkeyFish wrote:
Ah, those minor problems when you can't edit your original post.
I believe everyone has pointed that out least once, and most people seem to agree Intelligence makes more sense than Charisma. Now if only I could edit that post. lol
I feel your pain. If only I could read twenty thousand posts in one day so I wouldn't end up repeating previous sentiments lol.
Vic Wertz wrote: staticPF wrote: Here's a thought. Add some originality. There's no reason you could not become a half-dwarf, half-gnome, or half-goblin either. Part of the point here is that you can now do just that. See this blog, especially the next-to-last paragraph.
(But the fact that we can do a thing doesn't mean that the main rulebook is the best place for it.) I was going to say, "What blog, but when I opened the reply window it became visible. I will look at it, but is it official?
And yes, the core rulebook is the best place for it. Many of us grow weary of paying extra money later for material that could, and should, have been in the core from the start.

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You don't get feats at birth. You get them when yourcharacter becomes level one. That means, that your character had to become a human first, grow up and become an adventurer, and THEN learn how to become a half-orc.
Or half-elf.
No other race has to pay for being the race they are by spending a feat to become that race.
Does a Dwarf take a Dwarf feat to become a Dwarf? No.
Does an Elf, a Goblin, a Halfling? No.
The half-breeds are being penalized for having a mixed heritage.
Basically, someone got lazy and couldn't come up with enough initial feats to create s complete race, so they dreamed up this bonehead idea to beat a deadline.
Half-Orc only get one ancestry feat, because the other four are technically Orc feats, and Half-elves only two. All other races get ten to choose from, except humans who get only nine actual choices (unless you're suggesting a half-orc-elf), and that last choice between which half-breed you want to be, actually reduces humans to eight overall.
Just yo make sure you understand, let me quote from the book:
"You can create a half-elf [half-orc] character by selecting the Half-Elf [Half-Orc] human ancestry feat at 1st level."
This goes on to state:
"This gives you access to elf and half-orc [orc and half-orc] ancestry feats..."
We already know these breeds have limited feats to choose from. The argument will, undoubtedly, be made that this will open the Elf and Orc feats as well, but their are only four Orc feats so big deal, and the Elves don't have to jump through these hoops to get them in the first place. Also, why make a half-elf so you can pick from elf or human lists only. Both of these half-breed races have a long and full heritage in fantasy literature and roleplay. Why are they not entitled to have their own feats?
And since you brought it up, yes, it is also ignorant to have to wait until level five to be able to see through the eyes you've had since birth. Eyes tend to get worse with age, not better.
TheMonkeyFish wrote: TL:DR - I don't believe Goblins should have +2 Dex, +2 Cha, -2 Wis, +2 Free; I believe that Goblins should have +2 Dex, +2 Con, -2 Wis, +2 Free. It makes more sense with their biography and common background. Problem with your solution is it's inconsistent with the other non-human races.
They each have ONE Physical and ONE Mental stat bonus. Yours gives the Goblins TWO Physical.
I agree the charisma doesn't fit the rest of the racial profile, but I would suggest Intelligence instead of Charisma.
They may not be charismatic little buggers, but they had the nous to change their ways enough to mingle into larger-folk societies without being killed on site.
Intelligence would be good, and with a Wisdom penalty, it basically gives them the mental equivalent of low Dexterity.
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Ok, that's just dumb. When you are born of two half-orc or one human and one orc, or one human and one half-orc, or one half-orc and one orc (I think that about covers it), you are born a HALF-ORC!
You don't grow up and learn how to become a half-orc.
This goes for half-elves as well!
Straighten this out. Eliminate that stupid (yep, I said stupid) half-breed by feat idea and flesh out these races.
Here's a thought. Add some originality. There's no reason you could not become a half-dwarf, half-gnome, or half-goblin either.
Please fix this. It was the very first eye-catcher in the rules and it's a BIGGIE!
Hi guys,
Role-playing since D&D's inception but brand new to Pathfinder and I have a question. I've been reading the PFPT book and I cannot find a definitive statement about where Sig Skills start. One chapter alludes to the idea that it starts as an Expert level skill by stating they can be leveled up to Master or Legendary later on, but nothing states this definitely.
My question is simple: What proficiency level do Signature Skills start at?

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Jim Sharples wrote: She looked at me and asked “what the hell does that even mean?”. No idea, probably something related to attacks of opportunity was my guess. I wasn’t even sure where to go looking.
She lost interest immediately.
We spent nearly an hour trying to do this, jumping around to look things up, using the PDF (our books haven’t arrived).
We discussed the whole thing with my son, and he basically rolled his eyes. This is the one who breaks the game with clever, essentially min maxing, so he loves systems and he said “sounds like too much work for the fun after”.
We are bowing out. Good luck Paizo, we love your APs and will keep playing them for years to come, but PF is not for us.
I get it. I really do, but the problem lies in the fact that not one of those games you've listed has a decent book. Not one!
D&D's editors have gotten so bad over the years that the first thing I do when I get a new book is go through and make my own index. White Wolf's World of Darkness doesn't even know what an index is and has no concept of a proper table of contents. Iron Kingdom, Star Wars - no better. The worst of it is, we're talking about finished concept works here. I could make a mint if just one of these companies would let me write their index and/or tables of contents.
I'm having issues with the playtest book as well, and it sounds like we're not alone, but that's no reason to quit. Muscle up, give it a good try, and if your stuck, well, you obviously know where to come for answers.
I will be adding quite a few questions as well as ssuggestions myself. I'm sure, (ok, granted, sure is a bit loose here) that next year's release edition will have more of these things worked out. That's what the PT version is for, pointing out the bonehead stuff.
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