rooneg wrote:
Thanks!! I hadn't seen that boon page before I guess—I was waiting for these character options before starting in on PFS2. But this looks accessible enough. Excited to plan this character.
Quote: ... our movement on sanctioning. The organized play developers finished their pass on several of the books and now we are working on getting them formatted for publication. This is another task I hope to have completed by the end of the month. Wonderful! Really looking forward to seeing this come online.
Tonya Woldridge wrote:
This is encouraging. I've stepped back from PFS while waiting on the first couple Lost Omens books to be sanctioned. And since that's the only game that works with my schedule currently, that means I haven't been playing any Pathfinder. Looking forward to getting back into it.
tivadar27 wrote:
On Discord, if I recall, Mark indicated that they use the github as one source for their master issues-list.
Debelinho wrote: champion works best with dex dump because of heavy armor prof Not really. There's only a +1 AC difference between light/medium (+5) and heavy (+6) armor. So there are plenty of great champion builds that'll trade that 1 AC for the advantages of not bothering with heavy armor (e.g., speed). What I've quoted here ("best") is just not true.
Jason Bulmahn wrote:
That's understandable, of course, and maybe I'm misremembering ... but my recollection of what was said on the designer q&a stream, on previous streams, and elsewhere is that it sounded much more like we'd get a reasonably comprehensive first-pass errata document coming soon after release, not "a couple important errata" to happen in October aka, you may have set expectations a little higher than this post attempts to dial 'em down to and maybe I am misremembering! but I know I'm not the only one who got a certain impression from what's been said ...
Luis Loza wrote: Well, the information on the Othoban halflings is purely flavor. There's not an Othoban-related heritage nor is there an Othoban-related ancestry feat. If you can roleplay a time-displaced halfling who is particularly curious and keen on dressing well, you're good to go! However, it might be worth waiting so you can read the sidebar on halfling slang! Oh, excellent!! I thought it was a heritage. But if not I'll just go ahead with it and retcon the rp when we get the book. Because time halflings! so cool! how could I not
Quote: I would really like if somehow we got a way to give class levels to monsters. I always liked how it made the world feels real. That illithid there? Might have wizard or fighter levels, like any one of the party members. I put together some statblocks for a conversion the other day, and found it very easy to make monster npcs by grabbing a couple thematic abilities from the monster and doing a quick-and-dirty PC build Since you don't need all the details you just skip stuff that's not thematically relevant or unlikely to come up. E.g., I only grabbed a couple class feats rather than picking out each one and skipped the skill feats and didn't bother with equipment but just grabbed appropriate numbers for the level. It was all quick and painless and should do the job perfectly well for having monsters with class levels
Deadmanwalking wrote:
Yeah. The answer doesn't specifically fox the fighter thing but I think it makes the intent clear. the fighter thing *should* work how we all thought it should.
tqomins wrote: I'm generally just a little annoyed with unarmed attacks being all over the place like they are. Seems a better design would be to handle them like unarmored defense—they scale along with whatever else your class gives you. That would be better for all the same reasons the change to armor proficiencies from the playtest was a very good move: simpler all around, enables more concepts, doesn't have a real downside, prevents all these weird quirks. Very happy to hear (on today's stream) that unarmed attacks should/will scale with simple weapon proficiency. Doesn't quite get the fighter quirk, but clearly that's the intent
Deadmanwalking wrote: I wouldn't put this in the same category, simply because nothing in the Fighter Class even suggests you should attack unarmed. The fact that you jump from Expert to Legendary is weird, but it's not a trap option since prior to that attacking unarmed is not actually encouraged in any way, making it much less of a trap. That's fair. This one is a bit different. I'm generally just a little annoyed with unarmed attacks being all over the place like they are. Seems a better design would be to handle them like unarmored defense—they scale along with whatever else your class gives you. That would be better for all the same reasons the change to armor proficiencies from the playtest was a very good move: simpler all around, enables more concepts, doesn't have a real downside, prevents all these weird quirks. The monk has more than enough to make it the premiere martial artist—you don't need to make unarmed strike completely useless for most characters, and a trap for several, out of some fear that otherwise you'd step on the Monk's toes. Monks aren't threatened. (If nothing else, they're still the only one with powerful fist, much less the other stuff they get.) But that's a bit of a tangent to a more general frustration, so I'll leave it there.
Thanks for this, DMW. These are some that have been bugging me as well. Quote: the first (the one I think is an error) is that Sorcerers do not get to Expert with Unarmed (despite some Bloodlines giving Focus Spells entirely based on unarmed attacks) when they do with Simple Weapons, and Warpriests likewise do not get to Expert in Martial Weapons (despite getting Proficiency in them). These seem like errors because they are the only two times when a Class provides a weapon and encourages the character to use it then pulls the rug out from under them by not increasing Proficiency This kind of thing is a big problem. But "the only two times" isn't quite right. I'm aware of at least two other such issues, both also having to do with unarmed attacks: (1) Fighters can't apply their weapon mastery to unarmed attacks (as I explain here, for folks who don't see why that is). This both seems off, thematically, and also has the weird result that they start Expert in unarmed, it doesn't increase ... and then it leaps to Legendary at level 19 (2) Champions whose deities favor unarmed attacks are out of luck: their unarmed damage doesn't benefit from Deific Weapon and they can never raise their proficiency beyond Trained
Erik Mona has a few interesting posts about this on reddit. E.g., this one: Erik Mona wrote: It’s not because of low sales. The Core especially is doing great on Amazon (better than the 1e Core at launch), Amazon often increases their discount when a book is selling well, and that’s what we’re seeing here. Amazon's whole strategy is to leverage its massive network to sell at a steep discount nobody can compete with. I didn't know about this particular pattern, to discount when something is doing well, but it definitely fits with their usual behavior. (Which, obviously, Paizo has no input in or control over.)
Angel Hunter D wrote:
Is it even worth pointing out that the rarity toggles reflect the setting? This option or that option are not-common in Golarion, in the Inner Sea, in the setting for the PFS campaign. You want a different setting, play a different campaign
Syries wrote:
^ This list includes focus spells. Which are class powers accessible by class choices. It doesn't really speak to the purported "problem" here. There's plenty of good reason to prevent a Cleric from grabbing the "uncommon" focus spell granted by, say, a domain their deity doesn't have, or a sorcerer bloodline, or whatever
Nah, this is a much better policy, i.e. a better decision overall for the campaign, than an alternative that would open up uncommon/rare items for wide use Helps constrain power creep through elaborate builds using unexpected combos of uncommon resources Lets the uncommon/rare options be more interesting/powerful bc they've got that rarity toggle to restrict them Helps rewards of uncommon/rare options be more special and interesting And really, most of the uncommon options are accessible via class choices so it's not like they're off the table So sure, there may be some cases where you can't play a specific build bc a specific option is rarity restricted and you don't have a way to access it. But I don't see that becoming a huge issue of any sort. And looks to me like that cost is worth benefits like those above Organized play isn't as flexible as home games. That's inherent in its nature and leads to perennial expressions of frustration (esp. hypothetical/anticipated frustration). But PFS seems to manage this kind of thing very well overall and I expect it'll actually be a lot better in the new edition So, *shrug*
There's no need for "prestige" as a special term, and so it was dropped. The "prestige class" concept will be covered via archetypes with more restrictive prerequisites for entry. (Which is all PF1 prestige classes are anyway—multiclass with barriers to entry.) Mark Seifter wrote: Yes, the prestige term is gone, not the idea of having higher-level "prestige-ish" archetypes.
While shields do look pretty useful for casters, and I'm sure it will come up now and then, I don't expect it to be too common. For a few reasons. Let's assume a caster who's trying to stay out of melee: (1) Shield will get you *most* of the benefit of a steel shield, and you probably don't expect to shield block more than a couple times in a combat even when you're dragged into melee (combat lasting only 3-4 rounds). (2) Many casters will be low-Str and constrained by Bulk limits. A shield is 1 Bulk, and a repair kit to keep it together is 1 Bulk. But a spellbook is 1 Bulk and a Waterskin (full) is 1 Bulk. So if you've got an 8 Str Wizard, you're already encumbered if you carry anything more than that. And many casters will be low-Str. Which is to say, again, that the marginal benefit of hauling around that stuff as opposed to just using shield may not be worth it. (3) But the real reason not to bother is that very, very often you'll find yourself having a better use for all 3 actions. Casting a spell is mostly 2 actions, you've got useful cantrips so you'll probably want to be doing that every round, and that 3rd action will almost always be better spent on moving, on metamagic, on a focus spell, or on something else. It wouldn't bother me if casters with shields became common. But I don't expect them to, for reasons like these.
In addition to Lisa and Jason's comments, I thought this post from James was interesting: James Jacobs wrote:
ikarinokami wrote:
I do think that's what was intended, and how I'd choose to run it as a GM. But the rules as written don't actually do that. Because (1) the Fighter's proficiency increases go to "weapons" in a weapon group, but (2) unarmed strikes are not weapons (even though they belong to weapon groups). So as a result, Fighter starts at level 1 as Expert in unarmed strikes, and has no way to increase that until level 19, when Versatile Legend swoops in and bumps that to Legendary. Unarmed Trait wrote: An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Fighter Weapon Mastery (5th Level) wrote: Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group ... Fighter Weapon Legend (13th Level) wrote: Your proficiency ranks for simple and martial weapons increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group. Fighter Versatile Legend (19th Level) wrote: You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master.
For perspective on proficiencies, check out my proficiency comparison chart
Deadmanwalking wrote:
Ah, great. I see that now. Thanks for the catch! Quote: Whenever your proficiency rank for simple weapons increases, your proficiency rank for unarmed attacks increases to the same rank unless it’s already better.
The Raven Black wrote:
Yeah, Unarmed Strike is in a very strange place right now. For example: 1) No way to raise UAS if your class doesn't hand it to you 2) Alchemist only gets Trained, though mutagens seemed designed to encourage unarmed alchemist melee 3) Champions of gods that favor UAS still only get Trained (this highlights a separate issue with Champions not advancing proficiency of favored weapon) 4) Fighters start Expert and leap to Legendary at lvl19 with nothing in between, and can't use Weapon Mastery for UAS Mark suggested that some of this was due to some details falling through the cracks as different sections of the book were handed off between different staffers. So I'm eager to see what kind of errata/clarification we get for it. My preferred would be if UAS worked like unarmored defense: your proficiency goes up along with whatever else you're getting. I'm hoping that was the intention and what we'll see
Comparison of basic proficiencies between the classes I found this pretty informative to put together. Let me know if you spot any mistakes. P.S. here is the list of resources I've put together so far for Pathfinder Second Edition
Basic data on all monsters in the Second Edition Bestiary This data should be useful for system & build analysis and for reverse-engineering some monster creation guidelines I input the data manually, and moved quickly to get this to you, so it likely contains some errors. Let me know if you spot any! (These are especially likely in the Attack & DC columns, since I was just skimming for the highest number there—it wasn't info in a fixed place like AC.) And here is the list of resources I've put together so far for Pathfinder Second Edition
Yeah, you need the explorer's clothes. But that's fine: (1) it's a *very* late-game thing (lvl 17—20); (2) it fits with the overall standardization of AC (+5 from clothes/light/medium, +6 from heavy), maintaining consistent game balance/design; (3) and Dex does so darn much anyway, aka what Bardarok said
The list is complete!! 1) Absalom: Pathfinder Agent
(Also, I was wrong! No Firebrands here. Interesting ...)
Note that while Wisdom controls the Cleric's DC and spell attack rolls, you don't need to have 10+spell-lvl Wisdom to cast a spell of that level. So you can play a low-Wis Cleric and just focus hard on buffing/healing allies (things that don't rely on Wis) and pump your Charisma for maximum extra heals. Or if it's homebrew friendly as you say, just swap everything Charisma and Wisdom do for the Cleric and go with that instead of the divine sorcerer!
Samurai wrote: How do you have access to the Lost Omens books already? And what is an "Iruxi"? It has given me that as an Ancestry twice now. I threw those names in there along with a few options we know from previews to build and test the ability to add sources in the future. Right now the only related data from those are the 3 Ancestries in the Character Guide (known from the product page and conventions) and 9 out of the 10 World Guide archetypes (known from the blogs, we'll get the 10th on Monday). And yes, "Iruxi" is the new name for Lizardfolk, as part of Paizo's worldbuilding effort to give different groups their own names rather than the names that might be applied to them by humans/outsiders in-world.
The Pathfinder Second Edition Core Rulebook has 46,690 possible combinations of Ancestry, Heritage, Background, Class, and Class Path—and that's before you add archetypes to the mix! If you add an archetype to your build parameters, you're up to 560,280 possible character options. That's ... a lot!!** So what on earth should you build? Ask my character-suggestion spreadsheet! It'll give you new suggestions all day long. And if you prefer to roll physically, you can always pull 100 suggestions at once from the "d100" page to make a chart to roll on. Enjoy!! ** And if you count the Wizard's Thesis as a "Class Path" choice, you bring the Wizard's number of choices up from 9 to 36 (= 9 schools * 4 theses), which bumps the overall numbers to 74,095 characters (without archetypes) or 889,140 characters (with archetypes) in the CRB. I haven't added in the theses yet, though, so I kept those out of my initial count. P.S. The spreadsheet is coded so that it is very easy to expand as PF2 adds more content (including the ability to easily filter for the specific sources you want to draw on). I've already put in some options that we know are coming in the next few months in the world guides, and I'll keep adding to this for a while at least.
Fireflash51 wrote: Does the book explain how to handle chases? Looks like that will be in the Gamemastery Guide, out in a few months. The relevant bit: Product Description wrote: • A catalog of subsystems to handle unique situations, from thrilling chases to researching mysteries to vehicle combat to elaborate duels to sandbox-style "hexploration" and more! Plus, a universal victory point system to help you design your own subsystems!
Doodpants wrote:
Those are good suggestions, thanks! I'm using emoji in my statblock template, but I've added these to the notes section for folks who prefer them (or if I end up liking them better than the emoji when I start printing out characters) I tried some unicode characters at first but they didn't "pop" enough in the statblock for my liking. (They weren't as good as these, though, I just grabbed the first that came to hand. So I will have to try these out.)
David knott 242 wrote: Somebody elsewhere mentioned that Rogue Dedication gets you proficiency with light armor (and thus is a better deal than the initial Armor Proficiency feat), but I have not yet confirmed that in my own copy of the book. No need to check the book. We've already seen all of the multiclass archetypes, and the Rogue multiclass does indeed grant training in light armor.
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