Akyrak

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Has anyone some solid fact in regard to some company making or considering a PC game for Pathfinder 2?
Yes I know there is for pathfinder 1 but I would really like a Pathfinder 2e PC game since I find the balance so much better in 2e.

Any news?


Character Creation Variant

Hope youll understand my notes, english its not my native language.Sorry!

Due too the very rigid character creation in terms on that you need specifik "best" race for specifik class and that your class always get the same skills in what you are good, the game become rather static and rigid.
I have therefore created this variant for more freedom and flexibility.

Basicly you start with 10 in all attributes and allocate 18pts-
(Min four 12s and max one 18 attribute.
(Ancestry, background, class & free stats at creation do not longer generate attribute points).
This make it possible to pick any race for any class without the need to feel you picked a poor choice. Also for balance purpose the races with little race abilities get a short amount of compliment points to balance them.

You can buy a flawed character one +2 and one -2 to attribute but it now cost one ancestery feat. (still max one 18 however.
A flawed attribute also gives less talent points, see below.

Secondly the big difference instead of a fixed attribute value to your skill you get a total number of talent points based on your total attributes that you can allocate freely on your skills up to max 4.
The gain in this is that characters get the freedom to create unique and fun characters without upsetting the balance of the game.

Information changes in regard to normal rules for balance as follow:

Attributes
(Ancestry, background, class & free stats at creation do not longer generate attribute points)

Strength Forced march or fatigue roll you use the strength attribute
Dexterity You use dexterity for initiative
Intelligence Intelligence attribute now also affect lore abilities
Charisma Charisma attribute now affect talent points

Skill
Insight New skill (Used vs Deception or Performance, targets choise)

Lore All lore abilities use the same lore skill!
(That is for every lore you have you use the same lore skill for them)

Perception (No longer include initiative & Insight)

Thievery
(Dexterity value ability modifier is max possible skill talent allocation)
(That is you can’t have higher in your talent for thievery than your dexterity attribute bonus)

Feats
Flawed Ancestry Feat: gain +2 pts one stat -2 one stat. A negative attribute affect talent point gained

Talented General Feat: You get 2 extra talent points. Charisma 12 is required.

NPC have the normal rules stat and class allocation. Only the Heroes use this rules.

• Allocate attribute 18 pts (see Below)
• Chose Ancestry
• Chose Ancestry complements if you ancestry get balance points
(see Below)
• Chose Background (Only get skill, skill feat, skill trainings)
• Choose Class
• Allocate skills points based on attribute in intelligence, ancestry,
class and backgrounds.
• Allocate feats and abilities based on ancestry, class and backgrounds.
• Allocate your total talent points based on your attributes on your
skills. (See below)
(Talent points are flexible points based on your character stats instead of the normal fixed values)

Attributes
10 in all attributes + 18 pts to allocate(Min four 12 stats and max one 18 (Even with feat flawed)
(Ancestry, background, class & free stats do not longer generate stat points)

Ancestry Feat: Flawed +2 pts one stat -2 one stat. A negative attribute affect talent point gained.

Talents (Instead of the normal fixed attribute allocation for skills)
Skill talents points at start. (Max four in a talent)
Strength attribute x2
Dexterity attribute x3
Constitution attribute x0
Intelligence attribute x 5
Wisdom attribute x5
Charisma attribute x5 and bonus attribute x1.

An 8 in an attribute affect as follow.
Strength attribute 8, - 2 talent points.
Dexterity attribute 8, -3 talent points.
Constitution attribute 8, -0 talent points.
Intelligence attribute 8, - 5 talent point. (And lose one lore ability & skill point and one language).
(If that would require you to lose common you keep it but cannot read & write)
Wisdom attribute 8, - 5 talent points.
Charisma attribute8, -5 talent point s and a further -1 talent point.

Total your talent points based on your attributes and you can then allocate them freely to the skills
Important Thievery (Dexterity value ability modifier is max possible skill talent allocation)

When you gain an attribute increase you also gain additional skill talents based on your increased attribute allocation. You may only increase a talent one point per skill at each attribute increase time.
You may now have max 5 in a talent.

Strength attribute +2
Dexterity attribute +3
Constitution attribute +-0
Intelligence attribute + 5
Wisdom attribute +5
Charisma attribute +5 and bonus attribute +1.

Ancestries
Your race gets ancestry compliment points to spend to balance the races in accordance with start abilities.
(Ancestries with lowlight from start that can gain Darkvision by heritage gain +1pts to buy compliments for)

Race (Starvalue pts) Extra point to buy for
Dwarf 3pts +1pts

Elf 4pts +0pts

Gnome 2 pts +2pts

Goblin 3pts +1pts

Half-Elf 2 pts +2pts

Halfling 0 pts +4 pts

Half-Orc 2 pts +2pts

Hobgoblin 4pts +0pts

Human 1pts +3 pts

Leshy 2pts +2pts

Lizardfolk 2pts +2pts

Shoony 1pt +3 pts

Ancestry compliments you can buy based on your bonus point

1pt Hp+2 (Max 10)
1pt Skill feat
1pt 2 extra languages
1pt 2 Lore abilities
3pt Dual Background (Human & Halfling only)

Heritage All ancesteries as normal gain one heritage.

Physical attributes
Str 10 (Forced march & carry capacity)
Dex 10 (Initiative. Ref save)
Con 10 (Hp, Fort save, disease & poison save)
Mental attributes
Int 10 (Extra lore abilities, skill points, & languages)
Wis 10 (Will save)
Cha 10 (Extra talent points)

Skills
Acrobatic
Athletics
Craft
Perception (No longer initiative & Insight)
Stealth
Survival (Camp. cover track, track, sense direction, foraging)
Thievery (Dexterity value ability modifier is max possible skill talent allocation)

Deception
Diplomacy
Insight (new skill)
Intimidation
Lore (Same skill is used for all Lore abilities you have obtained)
Medicine
Perform
Society (Social structures, history, culture, forgery, decipher writing)

Arcana
Nature
Occultism
Religion

Let me know if you have any questions. Have fun!


I was just wondering if someone has the full three races choises and feats for level 1 to share?
It might well be that noone has or that you cant share it at moment until officially released.
I have seen the stats and one feat but would need more to be able to choose.

We are to start the Ash campaign this saturday and some of these new races seems very intresting and I would like to be able to see if any of them was to my liking now.
I dont really want to change ancestery after when I have started playing hence my question.


As the subject say I would like to know what feat there is currently in pathfinder 2ed that gives the character a +2 circumstance AC for a action with a weapon and a free hand.

I have found two so far.

DUELING PARRY [one-action] FEAT 2 Fighter

ALDORI PARRY [one-action] FEAT 4 Archtype Aldori Duelist

Is there any other of this kind of feat that you know about?


In the adventure Doomsday our playtest Group found the DC ALL to high, especially the DC for climb, seek and disarm. Most or all is above DC 16 up to 21.
This together with the current skill system where you get plenty of classes that really cant contribute at all in skill challenges or are downright deadly for themself trying to use skills. Several of our player feel they couldnt contribute when it comes to skill challenges at all.
Examples Most classes cant climb or sneak!
Also the current skill system makes for highly static and unrealistic characters bound as they are by their classes need for specifik abilities.
This makes for a really boring and anti roleplaying game since you as a player cant roleplay your character as you want for the fluff.

Even worse is that some skills some classes should logical be good at they are not.
Examples: Intimidation Barbarian, they have no charisma so they are useless in this.
Rangers and Rogues that dont have wisdom and are bad in Perception, instead you have Clerics and Druids being the uber scouts! I mean where is the logic in this?

Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Example if you want a Performing Druid you could, or a Occult intrested Fighter or why not a Acrobatic Paladin to mention a few.

Solution to this is easy.
Remove Abilities from skills!
Include talents for skills.

Talent points should exchange the current abilities Points from the skills.

Each character should get Talent Points to allocate to the skills
3x+4, 3x+3,3x+2, 3x+1 (Instead of current fixed abilites/skills)
Each stat increase thereafter you would get 4 more talent point to allocate.
You could then raise current talents by +1 to a max 0f +4
(+5 if you have a 20+ ability)

This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus!

Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
You pick
+4 talent in Diplomacy and get trained in the skill
+4 talent in Deception and get trained in the skill
+4 talent in Thievery and get trained in the skill
+3 talent in in Arcana and get trained in the skill
+3 talent in Stealth and get trained in the skill
+3 talent in Perception and get trained in the skill
+2 talent in Performance and get trained in the skill
+2 talent in Athletic and get trained in the skill
+2 talent in Acrobatic and get trained in the skill
+1 talent in Social and get trained in the skill
+1 talent in Lore and get trained in the skill
+1 talent in Craft and get trained in the skill

It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now

THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes.

A truly flexible and intresting skill system for all characters regardless of Abilities and classes!

And it is EASY to implement within the current system as well!


2 people marked this as a favorite.

As the current skill system work you get plenty of classes that really cant contribute at all in skill challenges.
Examples Fighters and Barbarians that only are good at athletic pretty much useless in rest.

Even worse is that some skills some classes should logical be good at they are not.
Examples: Intimidation Barbarian, they have no charisma so they are useless in this.
Rangers and Rogues that dont have wisdom and are bad in Perception, instead you have Clerics and Druids being the uber scouts! I mean where is the logic in this?

Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Example if you want a Performing Druid you could, or a Occult intrested Fighter or why not a Acrobatic Paladin to mention a few.

Solution to this is easy.
Remove Abilities from skills!
Include talents for skills.

Talent points should exchange the current abilities Points from the skills.

Each character should get Talent Points to allocate to the skills
3x+4, 3x+3,3x+2, 3x+1 (Instead of current fixed abilites/skills)
Each stat increase thereafter you would get 4 more talent point to allocate.
You could then raise current talents by +1 to a max 0f +4
(+5 if you have a 20+ ability)

This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus!

Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
You pick
+4 talent in Diplomacy and get trained in the skill
+4 talent in Deception and get trained in the skill
+4 talent in Thievery and get trained in the skill
+3 talent in in Arcana and get trained in the skill
+3 talent in Stealth and get trained in the skill
+3 talent in Perception and get trained in the skill
+2 talent in Performance and get trained in the skill
+2 talent in Athletic and get trained in the skill
+2 talent in Acrobatic and get trained in the skill
+1 talent in Social and get trained in the skill
+1 talent in Lore and get trained in the skill
+1 talent in Craft and get trained in the skill

It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now

THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes.

A truly flexible and intresting skill system for all characters regardless of Abilities and classes!

And it is EASY to implement within the current system as well!


4 people marked this as a favorite.

I am just curious if any other player group out there have this issue as our group has with the Daily abilities/powers/spells. Especially now with less spells /day. What have happened a couple of times now is that our spell casters when playing use up their spells rather early into the game session and then they feel pretty useless with only cantrips or low to hit weapon attacks. They just dont have a fun time.

This also make them all to often want to hide out and rest and to continue first again when they have gotten their spells back. Same goes for when the party lose all their healing and are afraid to continue because of that. Or worse use all spells up in a inferno of Power and then get back to base and lay low untill they can go out again.

Here I would like to discuss if the former encounter powers from 4th ed and short rest power from 5th ed D&D could be a better option for many reasons and getting rid of the Daily Powers/spells all together.

Encounter Powers would make the game more fun and take away the need of constant need for rest as well that you wouldnt need to keep track of the spells over all day. It also could take away the need for keeping track of buffs time.

Now with the spells nerfed as well as having less spells a change to encounter power ONLY could be that all spell casters got their spells back after each encounter instead.
Make the really strong spells cost 3 actions to cast.
Might be need of taking away 1 spell slot/encounter?

Make the spells into attack spells, buff spells and utiliy spells.
Attack spell could be used once/encounter unless cantrips.
Buff spells when cast was valid the entire encounter or untill dispelled or lost concentration if a spell needed that.
Utility spells is spells used under encounters for tactical benefits like moves similiar or could be used out of combat.

It would get rid of the need of hunkering down taking rest all time untill all Daily Powers was back but it would also make the encounters more intresting and more fluid I feel.
A short rest catching your breath 1min (or 5min) during no combat would get you the encounters Powers/spells back.

What you guys Think of this?
Sorry if this has been discussed Before. Just putting my 2cent in here


I have just started playing and have noticed a game balance issue between spellcasters and fighter classes.
I have noticed is that spellcaster classes in melee more often than not get to attck once (1 action) and cast a spell (2 actions) without penalty.
Compared to the fighter classes that get 1 attack (1 action) second attack with -5(1 action) and a possible third action with -10 (unless agile -4 and -8).
The spell casters spells also become a lot better in scale compared to fighter classes when it comes to damage input.

It doesnt really feel balanced in the game as it is now.

There is several way to handle this like if you cast a spell you can not make a melee attack the same round.

Another solution to this would be to implement a strike called controlled strike for 1 attack for 2 actions, max 1 per round as frequency. That for multiattack purposes didnt get any penalty.
Then a fighterclass could get to attck once (1 action) and then use controlled strike (2 actions) without penalty.
This could be a feat or a level obtained ability for the fighter classes like barbarian, fighter, monk, paladin, ranger and rogue.
They could also get them at different levels.

But there is possible there is better solutions.

Also I think the dual weapon fighting need be clarified as it is now it is not really clarified and balanced. It just feel difficult and off.

Dual weapon fighting is difficult to get balanced.
I think along the same way how ready shield work would be best to make it dual fighting more streamlined and balanced.

Ready off hand weapon for dual weapon strike 1 action cost.
Dual weapon strike 1 action cost
(Requirment main weapon 1-h and 1 READY off hand weapon that is agile)

You get a extra off hand strike for each strike with your main hand you hit with, this with the same penalties as main hand strike.
If you fail your main hand attack you dont get a off hand attack because then you didnt get a good enough opening.

Only agile weapon could be used for off hand attack to balance the damage output. Something along this line I think could work.

I also think all of fighter, monk, ranger, rogue should have the possibilty to dual fight.
As it is now only fighter and ranger that can use dual and monk but they get a -4 penalty with flurry of blows.
Rogues need to multiclass for this something that seem strange to me.

What do you all think of my thoughts?