Unicore wrote:
I agree it does require clarifications as I two got from my reading that is is your proficeny bounus+casting attribute. To give a example a level 1 18 charisma bard would have +5 to hit with touch attacks
I may be a minority here, but i am liking the new spells so far. Mostly I am looking at from the fact that enchament/illusions spells are now more viable. Yeah blasting may be bit weak at low levels but I also at least in my mind it is more viable at higher levels as resitance/immunity took a major nerf as far as monster are concenred.
I am a okay with the auto progression.The way I see the way to gate character is to hit is to make certain checks avaible only to those with high enough training. We already know that is how some trapes and rituals are going to work. Also with scaleing DC the proficeny modifers are going to matter as we don't have the issue getting so good at a skill that you are guaranteed to auto screed if it is up to your appropriate level. Though I do agree I do think we should be given at least one free option as far sigbature skills are concenred. I dont however believe it should be tied to int though given that all of sudden you could become legendary in a metric bootload of skills that may sort defeat the purpose of really picking
Voss wrote:
I think it is more that they can do preatty darn easily where other races really cant do that, or if they do they have to give up there general feat to do it type of thing.
I agree. Given the nature of the system, granting class and general feats makes human/half elfs and half orcs way better then they outta be. I can see a single general feat at once, but being able to take it mutible times is way out of line in my option. Also yes I do beleive dwarfs are in need of a sprucing up to make them on par with the rest of the races.
Well to give my two cents in here, I think the new mutliclassing sounds great. It really makes it something I would actually want to use rather that something I would never touch in a million years like in PE1. It will hopeful allow a variety of classes without it going into, mutliclassing is jsut straight up better then a single class. The only real issue I see is those stat requirments, persoanlly I think 16 is a bit high. Perosanlly I like to see it maybe a 14 or even 12 if we are going to be using attributes at all. That would even make sense as it sort goes down the line of you arent quite brainey enough to be a full wizard but you sort of do it as a hobby type of thing Also for those who think that the wizard decidcation is a feat tax, it really is not. We know cantrips are going to be way better in PF2 and I could think of a rogue who likes having that weapon always up his sleave so to speak.
I will say for those complaining about the down turning in spells know for the sorcerer remember this. Many spells got turned into rituals for PF2. Rituals anyone with the right skills can use. When looked at it this way, sorcerers just got a huge buff compared to there first edition counter parts.With rituals the amount of quote on quote spells they know will be huge. Also if rituals cost resonance guess who is going to have tons of it, sorcerer's.
The way I see it Multiclassing will work. You have a level 14 human who is 10 level fighter and 4 levels rougue. you level up to 15 and decide to take another level in rogue. Now you qualify for another class feat. You can ethier choose to take any feat a level 5 rogue can or you could take anything a level 10 fighter can. I doubt there will be way to gain both at the same time, your just going to be able to pick and choose what you want between however many classes you choose to take. I also don't see it being possible to trade out general or skill feats for more class feats. Pazio seems to be treating these feat types as different currencies and dont think you will be able to trade out as you like between them, if you could I see you running into the skill feats will never get picked conundrum.
I am 100 percent a okay with this type of monk, the push for more modulartiy in PF2 is definitely a giving these guys a much needed buff in my option. I am also not super worried about the ac as the way I see monks should not nessarly be standing in one spot and getting wailed on. The monks are going to be fast and the fact that Attack of oppurtinty are no longer standard means these guys can be duck in and out of combat. With the the new action econemy they can move, punch, then move out again and not nessarly get a AOO. Something to think about I think
Hmmmm I would have to say oracle if I wanted to go for covering your general play styles, having a spontaneous divine spell caster. Though I would find it interesting if they merged the sorcerer and oracle together to be the spontaneous caster. At level one you could pick witch type of magic you do, heck we could even have drudic magic in there as well. Sort of a you were born with magic ethier given to you by the gods or it runs in your blood sort of thing That being said I doubt pazio would do that
Charlaquin wrote: Love no most of what I’m seeing here. One thing I don’t care for is critical failure on a save against Phantamal killer forcing you to make a second save. Just feels kind of clunky to me. Phantamal killer always had a second saving throw vs now you only have to fail one saving throw for it to do something
Hmmm it seems to me that the alchemist is going to be one of those "we are really going to see the system before making a judgement on classes". The rehaul of alchemy items does excite me as I always found it sad that it was pretty much ignored in the old system except as a thing yo sometime found on monsters. Also remember archtypes are going to be in this book day one so there could well be a melee focused archetype day one. We do have the public playtest, so for those of you who are feeling a bit gloomy, we will get our chance voice our objections once we get a better look at the picture.
I would say more often then not you are really not going to be able to practice your craft openly. With the exception of Geb, and possible places not ruled over by anyone such as the shackles, most people will be very uncomforable around you and will ethier outright avoid you or want you dead. Now this doesnt mean you cant be a necromancery it just means your going to have to hide what you do. You can also be a white necromancer but that means you are not raiseing the dead.
Now if going to different tables was impossible I would have to say the necromancer should not have been as antagonistic. Given how the worshipers of pharsama feel about undead, would not have been better to keep a led on the fact that you raise the dead. There still are plenty of nercromatic spells you can use that untimely wont antagonize the guy who job is to hunt down undead and necromancer
Like a lot of poster I would say go with the AP who theme most match the interest of your players. Though if I had to suggest one I would say reign of winter, it is very linear and this can be very nice for new player who may not know how to role play. I would also say stay away from emerald spire as a mega dungeon could possible be very boring for your players.
About Las LajasLas Lajas
Skills: Acro +8, App +4, Bluff +4 (+1 to deliver message), Craft (Alchemy) +17, Dipl +9 (+6 for GI), Dis. Device +12, Disguise +1, Escape Artist +5, Heal +6, Intimidate +1, Knowledge (+11 Arcana, +10 Local/Planes/Religion, +9 Dungeon, Nobility, Nature) +8 others, Linguistics +1-, Perception +11, Sense Motive +14, Spellcraft +1-, UMD +13 Daily Inspiration Expended: 0/7 Extracts Prepared(used): 1st 4/5 2nd: 4/4
Expended
Wands used: Heightened Awareness: 1
Crafted this Scenario Extracts Known:
2nd - Alchemical Allocation, Alter Self, Barkskin, Darkvision, Elemental Touch, Elemental Touch, False Life, Fire Breath, Invisibility, Lessor restoration, Levitate, Resist Energy, See Invisibility, Spider Climb 3rd* - Gaseous Form* * - can't use these extracts. Feats: Exotic Weapon Proficiency (whip), Weapon Focus (whip), Whip Mastery Feats:
Whip Mastery You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus. Class Abilities: Inspiration, Alchemy, Trapfinding, Poison Lore, Poison Resistance +2, Trap Sense +1, Keen Recollection, Talent (Device Talent), Studied Combat, Studied Strike, Swift Alchemy. Class Abilities:
Inspiration: As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator's pool. Trapfinding: An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison. Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison's saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison. Device Talent (Ex): The investigator can use the Use Magic Device skill even if not trained in that skill. If the investigator is trained in Use Magic Device, he can use the inspiration ability with that skill without expending uses of inspiration. Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Trap Sense +1 (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modif ier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
Traits:
Student of Philosophy You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Pragmatic Activator
Boons:
PLANAR SAGE: You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check. Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organization's spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer's Handbook] as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure. Ghalcor's Spell craft: Following the battle at Ghalcor's Tower, you were able to study the dead cleric's notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter's Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood. Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The Family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom's most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. X 0 Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number oftemporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have atleast 1 of these temporary hit points remaining, you also have DR2/- against attacks made by members ofthe Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet. 0 0 Pathfinder's Excellence (Skill): Before attempting a skill check, you can check one ofthe boxes preceding this boon in order to roll the check twice and take the better result. Ifthe skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to halfyour character level (minimum +1). Once you check the last box, cross this entire boon offyour Chronicle sheet. Smine Weapon (stinging whip): Modified by Holgane Smine. +1 Performance Combat bonus, +5 hit points. +1 Intimidate vs creatures proficient with the weapon. Resisting the Blackove Taint You have resisted the warping taint around the waters of Blackcove and now your body is more resistance to forces that try to make it something else. You gain a +1 bonus on saves vs transmutation. Gear:
: -Essence of Independence (in poison belcher - remains usable)
-poisoned bolt with Greenblood oil (remains usable) Handy Haversack +2 Headband of Vast Intellect (Sense Motive) Wand of Grease (47) Wand of Silent Image (46) Wand of Infernal Healing (30) Wand of Longstrider (49) Wand of Heightened Awareness (46) See sheet Gear & Chronicle sheets |