Druid, and other PaizoCon banquet information!


Prerelease Discussion

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Excaliburproxy wrote:
Spell rarity is a very exciting revelation. I want to know if that only applies to level 10 spells.

It also applies to first level spells- a Druid begins play able to prepare any two common spells from the primal list, and any other spells they start play knowing. (The different orders might include some uncommon spells for instance, or it might just be that core spells are all common and it's future-proofing.)


As long as they're not anymore powerful than Common spells I'm fine with spell rarity. I don't want the Spell Rarity system to break just because of playing in a different setting where different spells are considered rare.

Designer

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Milo v3 wrote:
As long as they're not anymore powerful than Common spells I'm fine with spell rarity. I don't want the Spell Rarity system to break just because of playing in a different setting where different spells are considered rare.

Agreed, and quite the opposite; giving you a framework that you can then tweak to create a different setting or feel quickly and easily is one of several key benefits of the exercise.


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These are the backgrounds, with the ability boost, skill feat and lore skill you gain:
Acolyte - CON or WIS, Student of the Canon, Lore skill corresponding to your deity
Acrobat - STR or DEX, Steady Balance, Circus Lore
Animal Whisperer - WIS or CHA, Train Animal, Animal Lore
Barkeep - CON or CHA, Hobnobber, Alcohol Lore
Blacksmith - STR or INT, Specialty Crafting (blacksmithing), Smithing Lore
Criminal - DEX or INT, Experienced Smuggler, Underworld Lore
Entertainer - DEX or CHA, Fascinating Performance, Entertainment Lore
Farmhand - CON or WIS, Assurance* skill feat with Athletics, Farming Lore
Gladiator - STR or CHA, Fascinating Performance, Gladitorial Lore
Hunter - DEX or WIS, Survey Wildlife (?), Hunting Lore
Laborer - STR or CON, Robust Recovery, Labor Lore
Merchant - INT or CHA, Bargain Hunter, Mercantile Lore
Noble - INT or CHA, Courtly Graces, Nobility Lore
Nomad - CON or WIS, Assurance skill feat with Survival, Lore skill related to one terrain you traveled in
Sailor - STR or DEX, Underwater Marauder, Sailing Lore
Scholar - INT or WIS, Assurance skill feat in either Arcane, Nature, Occultism or Religion, Academia Lore
Scout - DEX or WIS, Forager, Scouting Lore
Street Urchin - DEX or INT, Pickpocket, Underworld Lore
Warrior - STR or CON, Quick Repair, Warfare Lore

*Assurance sort of "smells" a bit like the 2e version of "skill focus" - at least at first glance. Instead of giving a numerical bonus it could be... move all checks up one notch on the 4 scale? Can't critically fail said skill?


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What would "Labor Lore" even grant you? Knowledge of the local unions?


Mark Seifter wrote:
Agreed, and quite the opposite; giving you a framework that you can then tweak to create a different setting or feel quickly and easily is one of several key benefits of the exercise.

That's wonderful to hear.


Arachnofiend wrote:
What would "Labor Lore" even grant you? Knowledge of the local unions?

It might help you cut down on the time needed for certain manual labour tasks (digging a trench/light fortification), organize a work crew, maybe even cross into some architecture knowledge. Could even synergize with crafting.

Just speculating.

Liberty's Edge

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GentleGiant wrote:
*Assurance sort of "smells" a bit like the 2e version of "skill focus" - at least at first glance. Instead of giving a numerical bonus it could be... move all checks up one notch on the 4 scale? Can't critically fail said skill?

We actually know what Assurance does from someone at PaizoCon: It allows you to take a result of 10 instead of rolling on the skill you have it in. Not 10 + Modifier, just a flat 10.

Based on stuff Mark Seifter has said previously, what number it lets you 'take' like this goes up with Proficiency level, meaning that it's 10 at Trained and (based on a Stealth example) probably 30 or more at Legendary.

Arachnofiend wrote:
What would "Labor Lore" even grant you? Knowledge of the local unions?

Well, bear in mind that Lores are also professions now, so it lets you make money as a laborer if nothing else (which is a skill needed almost everywhere).

Liberty's Edge

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So, using the same Video, here's some Gnome stuff we didn't know:

-Gnomes get a single bonus language at Int 14+. This may well be how bonus languages are universally.

-The Animal Accomplice Ancestry Feat gives you a Familiar.
-The Animal Speaker Ancestry Feat gives you the ability to speak and use Diplomacy with any animal with a Burrow speed (well, it goes on to say what animals it applies to are a GM call).
-Animal Whisperer requires Animal Speaker, and expands Animal Speaker's effects to all animals, and gives a +1 bonus on Diplomacy checks with animals.
-Discerning Smell gives a +2 bonus on Perception checks to find unseen creatures within smell range (typically 30 feet but varies by wind). It is a Heritage Feat and the only one on this list.
-Fey Fellowship gives a +1 to Diplomacy, Perception, and Saving Throws vs. the Fey.
-First World Magic gives a cantrip (any one from the Primal spell list, apparently).
-Illusion Sense gives a +1 on Perception checks and Will Saves vs. illusions. Also, if you come within 10 feet of an illusion you get an automatic check to disbelieve without spending an action.
-Obsessive gives you an additional Lore Skill at Trained, and auto upgrades it to Expert at 2nd level, Master at 7th, and Legendary at 15th.
-Weapon Familiarity makes Gnome weapons Martial for Proficiency purposes and the kukri and glaive Simple.
-Weapon Innovation requires Weapon Familiarity, and means that whenever you crit with a kukri, glaive, or gnome weapon you apply its 'critical specialization' effect (presumably the stuff like swords making you flat-footed from the weapon blog...which means there are other ways to get this, but probably Class locked ones).


Deadmanwalking wrote:
GentleGiant wrote:
*Assurance sort of "smells" a bit like the 2e version of "skill focus" - at least at first glance. Instead of giving a numerical bonus it could be... move all checks up one notch on the 4 scale? Can't critically fail said skill?

We actually know what Assurance does from someone at PaizoCon: It allows you to take a result of 10 instead of rolling on the skill you have it in. Not 10 + Modifier, just a flat 10.

Based on stuff Mark Seifter has said previously, what number it lets you 'take' like this goes up with Proficiency level, meaning that it's 10 at Trained and (based on a Stealth example) probably 30 or more at Legendary.

So essentially, it lets you auto succeed at tasks that should be effortless for your character even if they wouldn't be for someone less skilled. Not bad, and with it scaling up it'll probably be quite useful indeed at later levels.

Liberty's Edge

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Arachnofiend wrote:
So essentially, it lets you auto succeed at tasks that should be effortless for your character even if they wouldn't be for someone less skilled. Not bad, and with it scaling up it'll probably be quite useful indeed at later levels.

It was apparently quite useful for Kyra and Valeros (who both have it for Athletics since both have the Farmhand Background) even at 1st. Being able to get an automatic 10 while climbing when you have to deal with Armor Check penalties is apparently nice.


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Deadmanwalking wrote:
Arachnofiend wrote:
So essentially, it lets you auto succeed at tasks that should be effortless for your character even if they wouldn't be for someone less skilled. Not bad, and with it scaling up it'll probably be quite useful indeed at later levels.
It was apparently quite useful for Kyra and Valeros (who both have it for Athletics since both have the Farmhand Background) even at 1st. Being able to get an automatic 10 while climbing when you have to deal with Armor Check penalties is apparently nice.

That could be a VERY good reason for characters to take the Assurance skill feat in other skills that have an armor check penalty too!


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GentleGiant wrote:
Deadmanwalking wrote:
Arachnofiend wrote:
So essentially, it lets you auto succeed at tasks that should be effortless for your character even if they wouldn't be for someone less skilled. Not bad, and with it scaling up it'll probably be quite useful indeed at later levels.
It was apparently quite useful for Kyra and Valeros (who both have it for Athletics since both have the Farmhand Background) even at 1st. Being able to get an automatic 10 while climbing when you have to deal with Armor Check penalties is apparently nice.
That could be a VERY good reason for characters to take the Assurance skill feat in other skills that have an armor check penalty too!

Huh... Skill feats to help overcome Armour check penalties while climbing, swimming, etc?... Sign me up!


Deadmanwalking wrote:
Arachnofiend wrote:
So essentially, it lets you auto succeed at tasks that should be effortless for your character even if they wouldn't be for someone less skilled. Not bad, and with it scaling up it'll probably be quite useful indeed at later levels.
It was apparently quite useful for Kyra and Valeros (who both have it for Athletics since both have the Farmhand Background) even at 1st. Being able to get an automatic 10 while climbing when you have to deal with Armor Check penalties is apparently nice.

The rope was slippery from the dense fog, and it was a ~20 foot descent? I can't remember exactly. Anyway, the DC for the climb check was 10, so not having a negative modifier (which Kyra and Valeros had) was good. Ezren wasn't so lucky.


Not digging the at least + Level -2 thing (Untrained).

Disrupts the setting, a bit, for me.

Liberty's Edge

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Weather Report wrote:

Not digging the at least + Level -2 thing (Untrained).

Disrupts the setting, a bit, for me.

For AC you mean? Not really. The actual range of ACs won't change much at all so it just makes people slightly less screwed without their armor.

Fighting anything of their level is still gonna be a bad time. I mean, look at Redcaps. Someone with Dex 16 using untrained unarmored AC has an AC of 16 at 5th level. Redcaps (a 5th level monster) hit that on a 3.


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Pathfinder Rulebook Subscriber
Arachnofiend wrote:
If Druids (and presumably, Clerics) have Spells Known limiting their access to their spell list that's a pretty significant and well-warranted nerf to CoDzilla.

It also means:

All casters will be brought a little closer to each other in terms of spell access, making them more balanced with spontaneous versions.

Cognitive load (as Mark put it) will be reduced for these casters as they won't have ALL of the options to choose from.

We may be moving a little closer to the "specialized casters" model that some folks have wanted for a long time. If you get rarer spells based on schools, order, or domains... Feat prerequisites will be less common, and spells may now have prerequisites too which reduces the quadratic Caster.

Found spells are easier to make appealing-- you can have an enemy spellbook have some rare spells the character wouldn't have otherwise had access to, so less likely to overlap with previous spell choices.

May make it so there's a divine/primal equivalent of the looted spellbook.

The decision certainly opens up some interesting design space. I can see why people would object, but there's lots of reasons for it.


When people say they have spells known for druid, does that mean there is a maximum number of spells known for each spell level of spellcasting for the druid in PF 2e or something else?

Like... I can't tell if it's meaning something like Arcanist casting or if it's meant to be Worst aspects of Prepared and Spontaneous combined.


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Captain Morgan wrote:


May make it so there's a divine/primal equivalent of the looted spellbook.

You slay dragons and steal their power.


SilverliteSword wrote:
Captain Morgan wrote:


May make it so there's a divine/primal equivalent of the looted spellbook.

You slay dragons and steal their power.

Would be a fun class.


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There was also this little critter revealed (sorry if the formatting doesn't quite contain all intricacies of the statblock, such as italized text):

GRIM REAPER - Creature 21
Evil, Medium, Undead
Perception +38, darkvision, see invisibility, status sight, true seeing
Languages Common, Necril
Skills +26, Acrobatics +38, Athletics +36, Deception +38, Intimidation +38, Religion +36, Society +36, Stealth +40
Str +8, Dex +10, Con +8, Int +5, Wis +6, Cha +8
Items Legendary scythe
Aura of Misfortune (aura, divination, divine, misfortune) 20 feet. Living creatures in the aura must roll twice and take the lower result on all d20 rolls.
Death's Grace A grim reaper can choose not to cout as undead of effects that affect undead differently. Even if it does, it still never counts as a living creature.
Status Sight A grim reaper automatically knows the Hit Points and emotions of all creatures it can see, as well as all conditions and afflictions affecting those creatures.

AC 45, TAC 44; Fort +34, Ref +35, Will +36, +1 conditional to all vs. magic
HP 350, Immunities Asleep, death effects, disease, paralysis, poison; Resistances all damage 10
[[R]] Lurking Death (attack, teleportation)
Trigger A creature within 100 feet uses a concentrate, manipulate, or move action or makes a ranged attack.
Effect The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it with a -2 penalty. If the Strike hits, the grim reaper disrupts the triggering action.

Speed 50 feet, fly 75 feet
[[A]] Melee +5 keen scythe, +37 (agile, deadly 3d10, magical, reach 10 feet, trip) Damage 6d10+8 slashing plus death strike and energy drain
Innate Divine Spells DC 42, attack +37; Constant haste, true seeing (6th); 10th finger of death (x4); 7th plane shift
Death Strike (death) Any creature hit by a critical hit from a grim reaper must succeed at a DC 44 Fortitude save or die.
Energy Drain When a grim reaper hits with its scythe, it regains 20 Hit Points and the target must cusseed at a DC 40 Fortitude save or be enervated 2. On a critical failure, the enervated 2 is permanent.
Final Death Any creature killed by a grim reaper can't be brought back to life by any means short of divine intervention.
Infuse Weapons (divine, evocation) Any scythe a grim reaper wields is treated as a +5 keen scythe, counts as agile, and can't be disarmed. If it Strikes a creature with a weakness to any specific type of dama, it counts as that type of damage in addition to slashing.


Am I reading that right that Finger of Death has been bumped up to a 10th level spell? Must be seriously nasty now to have become a potential Necromancer capstone.


Arachnofiend wrote:
Am I reading that right that Finger of Death has been bumped up to a 10th level spell? Must be seriously nasty now to have become a potential Necromancer capstone.

If its a straight up save or die and there trying to cut back on rocket tag then I could see it. Although I guess they could of named it something different.

Designer

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The reaper's is heightened. Because it is a badass.


There we go that makes sense. so its telling us the level hes using it at!


Pathfinder Rulebook Subscriber
Milo v3 wrote:

When people say they have spells known for druid, does that mean there is a maximum number of spells known for each spell level of spellcasting for the druid in PF 2e or something else?

Like... I can't tell if it's meaning something like Arcanist casting or if it's meant to be Worst aspects of Prepared and Spontaneous combined.

I'm guessing they don't have a limit to spells known per se, but there are certain uncommon spells they can't cast by default. One imagines that still leaves them a pretty hefty sized list to pull from.

I wonder how splat book spells will be treated. You could cut down on power creep if most future spells weren't common.


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I actually really like the idea of Rare spells It means there could b story reasons for a character to want to go look for a specific spell as opposed to go to a random town and be upset at the DM that the spell they want isn't available for no good reason. That and your less likely to be surprised by some random spell a player might find in a splat book that ruins a encounter you planned.

Liberty's Edge

Yeah, reading over their spell preparation stuff Druids can prepare spells from all common Primal spells plus 'other primal spells they have access to'.

So, less spells known for prepared casters, more there being specific rare spells most people can't just prepare.


You really don't want to go against the grim reaper with low AC and a low Fort. save.


Captain Morgan wrote:


I'm guessing they don't have a limit to spells known per se, but there are certain uncommon spells they can't cast by default. One imagines that still leaves them a pretty hefty sized list to pull from.

I wonder how splat book spells will be treated. You could cut down on power creep if most future spells weren't common.

I really hope this is what is going on. Power creep is such poor game design (good for making money though).


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Lucas Yew wrote:
Spell rarity, huh? Good bye, easy Blood Money... (grins)

I'm just hoping for "Goodbye, Blood Money" - full stop ;)


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dysartes wrote:
Lucas Yew wrote:
Spell rarity, huh? Good bye, easy Blood Money... (grins)
I'm just hoping for "Goodbye, Blood Money" - full stop ;)

yeah not every spell has to make it into PF2.


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Vidmaster7 wrote:
dysartes wrote:
Lucas Yew wrote:
Spell rarity, huh? Good bye, easy Blood Money... (grins)
I'm just hoping for "Goodbye, Blood Money" - full stop ;)
yeah not every spell has to make it into PF2.

The general idea that it allows them to make a signature spell for a specific NPC caster without immediately making it easily available to every player character applies, though.

Silver Crusade Contributor

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Benjamin Medrano wrote:
Ezren wasn't so lucky.

After how many times he hit the rest of us with acid splash splash damage, I really haven't any sympathy for the old man.


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On spell lists and classes, Sorcerors scream Primal magic to me, but I just whack them over the head with my brush hook and dare them to tell me I spell their name wrong one more time...


GentleGiant wrote:
GRIM REAPER - Creature 21

Did anyone try to pick apart the stat block yet?

I wonder how the keen property works with the new crit system.

I'm not sure how I feel about all of its saves being so close to each other. Is it an exceptional monster specifically designed to have no weaknesses or will all monsters be like that?

It's also interesting that its HP is actually lower than the old version - I thought HP were supposed to be inflated across the board.

I do like the new stat block format which feels much more laconic and readable than the old one.

Liberty's Edge

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CyberMephit wrote:
Did anyone try to pick apart the stat block yet?

Not in detail.

CyberMephit wrote:
I wonder how the keen property works with the new crit system.

Based on the Redcap also using a scythe, it seems to add 'deadly', which is extra damage on a crit. That works for me.

CyberMephit wrote:
I'm not sure how I feel about all of its saves being so close to each other. Is it an exceptional monster specifically designed to have no weaknesses or will all monsters be like that?

The Ogre has a 5 point swing between its high and low Save, and the Redcap a 3 point swing. The differences aren't gonna be as big as they sometimes were in PF1 (since everything gets level to all Saves at a minimum), but the Grim Reaper's got a close grouping even for PF2.

CyberMephit wrote:
It's also interesting that its HP is actually lower than the old version - I thought HP were supposed to be inflated across the board.

Nope! Mark Seifter has actually stated at least a couple of times that monster HP are on par with PC HP at the same level. Which is quite a lot lower than PF1 Monster HP at high levels (though a bit higher at low levels).

I mean, a 20th level Con 20 Fighter in PF2 only has slightly north of 300 HP. PCs technically range between 126 and 390 at 20th, so I'd expect most 20th level monsters to be between 120 and 400, and most to be in the 200-300 range most PCs inhabit.

Likewise, 1st level monsters will likely be between roughly the 12 and 26 HP a PC can have at 1st level (probably more like 10-30, with most at 15-20, actually).

CyberMephit wrote:
I do like the new stat block format which feels much more laconic and readable than the old one.

Yeah, I'm liking it so far.

Liberty's Edge

CyberMephit wrote:
GentleGiant wrote:
GRIM REAPER - Creature 21

Did anyone try to pick apart the stat block yet?

I wonder how the keen property works with the new crit system.

I'm not sure how I feel about all of its saves being so close to each other. Is it an exceptional monster specifically designed to have no weaknesses or will all monsters be like that?

It's also interesting that its HP is actually lower than the old version - I thought HP were supposed to be inflated across the board.

I do like the new stat block format which feels much more laconic and readable than the old one.

I think it is related to the deadly trait.


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Mark Seifter wrote:
The reaper's is heightened. Because it is a badass.

"...it's a Mr Grim, he's come about the reaping, I don't think we need any..."


So undead are no longer immune to energy drain?


Dragon78 wrote:
So undead are no longer immune to energy drain?

Is Energy Drain even a thing in PF2, and if so, how does it work?

Liberty's Edge

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Dragon78 wrote:
So undead are no longer immune to energy drain?

Much more likely (given that it also lists immunity to most other stuff undead are immune to in PF1) they now actually list the immunities you get from creature type in the immunities line. That'll save me a lot of time as a GM, I can tell you.

That'd mean intelligent undead were no longer immune to mind-effecting stuff. Good.


Dragon78 wrote:
So undead are no longer immune to energy drain?

It's too early to say. If something like negative levels exists, it might contain rules text saying that it bolsters undead, and then provide an alternate effect for them.


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Heh its funny I find myself calculating its racial bonuses to saving throws. They are +5 fortitude, +4 reflex, +9 will. Pretty obvious the are trying to make up for the differences in his abilities.

Also its interesting that now the enervated is permanent of a critical failure, I think stuff like that will make people really care about their rolls. (Which is a good thing as far as I am concerned).


John John wrote:
Heh its funny I find myself calculating its racial bonuses to saving throws. They are +5 fortitude, +4 reflex, +9 will. Pretty obvious the are trying to make up for the differences in his abilities.

PCs use their stats to determine their saves. This is no longer the case for monsters.


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QuidEst wrote:
Dragon78 wrote:
So undead are no longer immune to energy drain?
It's too early to say. If something like negative levels exists, it might contain rules text saying that it bolsters undead, and then provide an alternate effect for them.

Or maybe being immune to death effects means you are immune to energy drain?

Liberty's Edge

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John John wrote:
QuidEst wrote:
Dragon78 wrote:
So undead are no longer immune to energy drain?
It's too early to say. If something like negative levels exists, it might contain rules text saying that it bolsters undead, and then provide an alternate effect for them.
Or maybe being immune to death effects means you are immune to energy drain?

I've got to admit that this was my assumption.


QuidEst wrote:

- Animal companions have the minion trait. (No, it's not like 4e minions. Or Despicable Me minions, thank goodness.) That means that they get two actions on your turn if you spend a Command an Animal action. This replaces the normal effects of that action.

So if they are allowed to do whatever they naturally want they get the normal 3 actions?


John John wrote:
QuidEst wrote:

- Animal companions have the minion trait. (No, it's not like 4e minions. Or Despicable Me minions, thank goodness.) That means that they get two actions on your turn if you spend a Command an Animal action. This replaces the normal effects of that action.

So if they are allowed to do whatever they naturally want they get the normal 3 actions?

It did not say that, no.

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