
Lucas Yew |

MMCJawa wrote:You'll notice that there is no 10th level spell feat listed. That means that either there's another sorcerer page after the one shown, which I find unlikely given that there's unlikely to be a full page worth of capstone feats, or casters will be able to cast 10th level spells without a feat.FedoraFerret wrote:Quote:Bloodline Perfection (Feat 20). Prereq: bloodline paragon. You gain an additional 10th-level spell slot.That's an interesting little reveal. 10th level spells are apparently no longer feat gated.Not sure about that. Any spellcaster of suitable level gets 10th level slots. However without investing a feat into a 10th level spell they can only use those slots for casting higher versions of lower level spells IIRC. This just means they get two extra slots at 10th level, but presumably if they burn there 20th level feat on this they won't get wish or equivalent spells?
Or it might be exclusive for Sorcerers, the free 10th level spells. Other full casters may or may not require that unlocking feat, while Sorcerers get a second slot.

Roswynn |
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First of all I wanted to thank tqomins for their awesome work - you're a credit to Pathfinder and rpg players everywhere. Fantastic job!
Also I had become somewhat worried the art for the new edition would have been on the slightly disappointing side of the one from Iconic Encounters, but boy was I wrong - yay! XD

Edge93 |
Quote:Untrained Improvisation (Feat 3) (General). Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.So... I question how they think everyone who isn't a rogue isn't going to take this at 3? Are general skills all going to be this good?
I think you might be mistaken in thinking this is a skill feat. It looks to be a General feat, which everyone gets one of at 3rd level so it fits fine that way.

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FedoraFerret wrote:I think you might be mistaken in thinking this is a skill feat. It looks to be a General feat, which everyone gets one of at 3rd level so it fits fine that way.Quote:Untrained Improvisation (Feat 3) (General). Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.So... I question how they think everyone who isn't a rogue isn't going to take this at 3? Are general skills all going to be this good?
It's a fine Feat and very useful for people who want to be able to do a bit of everything but most Rogues probably won't bother (once you have 12+ Skills Trained, you generally have all the ones you want to roll...ever, I'm betting I can make an Elf Rogue with 16 Trained Skills at 1st level), nor will people who don't intend to make too many Skill Checks outside their area (I can see many Barbarians and Wizards falling into this category).
It's looking like PCs get a Lore and 5+Int Skills or thereabouts at a minimum, and Ancestry Feats to add a couple more seem pretty common. Many characters may feel that being good at that many things is enough.

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Important things I noted that got left out of tqomin's otherwise excellent analysis (well, okay, he just hasn't gotten to the Bestiary yet):
1. Goblins receive bonus languages equal to Int Mod, so that's almost certainly standard now. This is good.
2. In the bestiary, Alignment is listed first, then Size in Green, then Creature Types in Red. This is excellent, combining the space advantages of the playtest's use of tags, but in a much more clear fashion.
THANK THE GODS AND GODDESSES!

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Derry L. Zimeye wrote:One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?Watch this, then. Sounds like exactly what you're looking for.
Here's the keys to my house. It's yours now.

The Gold Sovereign |
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Important things I noted that got left out of tqomin's otherwise excellent analysis (well, okay, he just hasn't gotten to the Bestiary yet):
1. Goblins receive bonus languages equal to Int Mod, so that's almost certainly standard now. This is good.
2. In the bestiary, Alignment is listed first, then Size in Green, then Creature Types in Red. This is excellent, combining the space advantages of the playtest's use of tags, but in a much more clear fashion.
I was also happy with their choices regarding the monsters stat blocks. One other thing I was able to notice thanks to the angels and the white dragons screenshots was that the text for the monsters isn't restricted by a page count as long as the shared space includes related creatures.
Another design choice I personally appreciated was in the spells stats, in which now the casting actions are presented as "[action,action]verbal, somatic" instead of "[action]verbal [action]somatic". That was one of my (and surely many others) advices regarding the design.
I can't say for certain, but it also seemed that spells and powers are no longer in the same section, that would be perfect. I saw no power in the spells screenshot.

Blave |
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I can't say for certain, but it also seemed that spells and powers are no longer in the same section, I that would be perfect. I saw no power in the spells screenshot.
I think that was confirmed some time ago. Power are no longer mixed into the spell descriptions. Not sure if they just have a seperate secrion of the spells chapter or if they are listed in their respective class's description inthe class chapter.
The class chapter is about 180 pages long, which is 80 more than it was in the playtest. That means they either added the powers in this chapter or they added A LOT of new feats and options.

The Gold Sovereign |

The Gold Sovereign wrote:I can't say for certain, but it also seemed that spells and powers are no longer in the same section, I that would be perfect. I saw no power in the spells screenshot.I think that was confirmed some time ago. Power are no longer mixed into the spell descriptions. Not sure if they just have a seperate secrion of the spells chapter or if they are listed in their respective class's description inthe class chapter.
The class chapter is about 180 pages long, which is 80 more than it was in the playtest. That means they either added the powers in this chapter or they added A LOT of new feats and options.
Good to know that was confirmed.
For the sorcerer class feats screenshot, the number of feats options didn't seem to have increased that much, so I suppose either they added some new bloodlines (which they surely did) or they did move the powers into the class chapter.

Blave |

Bloodline Focus (Feat 12). Prereq: bloodline spell. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Effortless Concentration {F} (Feat 16). Trigger: Your turn begins. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
The existence of 12th and 16th level sorcerer feats hopefully means they got rid of the caster class's "feat gap" at those levels...

Artificial 20 |
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One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?
Pretty much like any Adventure Path, they have you jumping through hoops.

masda_gib |

tqomins wrote:The existence of 12th and 16th level sorcerer feats hopefully means they got rid of the caster class's "feat gap" at those levels...Bloodline Focus (Feat 12). Prereq: bloodline spell. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Effortless Concentration {F} (Feat 16). Trigger: Your turn begins. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.
Seems likely. As per the #MyPathfinderSpoilers 45, the Cloistered Cleric Path gives all spell and weapon proficiencies at odd levels. Expert Caster at 7, Master Caster at 15 and Legendary Caster at 19.

Doktor Weasel |
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Quandary wrote:Derry L. Zimeye wrote:One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?Honestly, my first reaction was the Troglodytes were 100% the victims and the gems should be returned to them.The first part is true. The second results in the death of large numbers of innocent people who were not involved with the theft. Heck, with all the immigration to Absalom, many might not even have ancestors involved in the theft.
Really, this screams for a negotiated settlement with Absalom paying extensive reparations rather than giving the gems back and dooming thousands of children to starve to death.
Also, I suspect the troglodytes are killing large numbers of innocent people more directly in their attacks, something else that needs to be taken into account.
Yeah, the trogs certainly have justification to be pissed, but undoing the damage would cause further damage to innocent people. And as stated, they probably aren't in a negotiating mood. They want to wipe out all life on the island after all, that's not nice. But yeah, Aroden was a bit of a jerk. Something that reminds me that once again he was LN, not LG.
I do find the idea of troglodytes as a victim in this interesting. And from the way the "since they're just monsters, we can take these gems" bit was stated, it was pretty clear that was intended. Maybe it's just me, but I have noticed there seems to be a bit of a shift in the treatment of 'monster' races. A more nuanced/sympathetic view. This also goes with the Hobgoblin nation, Goblin PCs and playable lizardfolk. I for one like this.
One thing I'm very curious about is The Extinction Curse! I'm wondering how it'll play out. Who knows what's in store! I'm particularly excited to see why they decided the heroes would all be Circus Folk. How's that tie into the AP?
The circus tie in is pretty cool. A bit heavier handed in determining character backgrounds than most APs, but it's cool to have a themed group once in a while. I can see this concept leading to a lot of bard and rogue characters, but there's plenty of room for the other classes. I am having a hard time seeing how a champion fits in though, I'd think their who concept of crusading for justice seems to conflict with a life in the circus. But I'm sure it can be done with some creativity.

pixierose |

I could see a Champion of Shelyn, Cayden Caliean, Desna, and arshea(when they eventually get published) be interested in perserving and protecting a group of travellers, often misfits who bring joy, entertainment, art into the world. there is also the option of the champion who doesn't realize or doesnt"become" a champion untill the adventure begins. When adversity meets them will they rise up to meet it. (that is if you go by the idea that champions can be people that don't outright make a formal oath but instead live their lives in such a way)

R0b0tBadgr |
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I am having a hard time seeing how a champion fits in though, I'd think their who concept of crusading for justice seems to conflict with a life in the circus. But I'm sure it can be done with some creativity.
"Hi, I'm Bob, strongman and paladin of Iomede. Let me tell you about how awesome Iomede is while I impress you all with my impressive feats of strength! They would be more impressive but I needed a high CHA so I would be a better performer so I could tell you how wonderful Iomede is. Oh look! A fight, I'll be right back after I break it up..."
I think that would work perfectly!! :-D

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Some other stuff I've noticed:
-In the one piece of bad news so far, General Feats and Skill Feats appear not be separated. That's annoying, organization-wise, but not too bad since most other organizational issues seem dealt with.
-A number of 'Detect' spells remain Uncommon because some GMs won't want to deal with them. I hope there's clearer guidance on the reasoning there.
-Dinosaur Form (and thus presumably other combat shapeshifting) maintain a base duration of one minute. Hopefully there are ways to up that.
-However, in good news, Dinosaur Form (and thus presumably other combat shapeshifting) now scales much better with level, granting a flat 18 + Level AC rather than a flat 25. That really helps such spells out in general. Only part of the text is visible, so no info on other aspects scaling, but the AC thing bodes well for attack bonus at least.
-Based on their multiclass Feats (specifically Diverse Armor Expert), Champions almost certainly get better Proficiency than Trained in all types of Armor (and unarmored defense). Other people very likely get Proficiency hikes in various types of armor at higher levels, but one at a time (ie: increased Proficiency only in Light Armor). The Feat doesn't much sense otherwise.

graystone |

Am happy they changed the reaction icon, now I can tell it apart from Free action every single time while it screams "reaction" to me (Looks like the icon for Yu-Gi-Oh! Counter traps). Very intuitive.
Agreed. Most on the symbols sort of blend together for me but this one actually stands out.

tqomins |
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Bloodline Heightening is noticeable missing in the sorc feat list. I wonder if it's just become baseline or if they changed how heighten works for spontaneous casters.
Also, the crossblood feat seems like it'll allow arcane sorcerers to get heal (or sooth), making all sorcerers potential healers.
Yes, heightening has changed for spontaneous casters. See this post from Mark from a while back:
Oh, gotcha, you mean heightening for spontaneous casters, rather than heightening in general for everybody. Logan and I had a long chat about this topic, and we think we found a way to do it that gives you a lot more leeway than spontaneous heightening did, without bringing back the analysis paralysis of the time when I first wrote it with free heightening and without causing issues where spontaneous casters have pressure to stock up on only heightenable spells and bloodlines with non-heightenable spells have a problem. Anecdotally, the spontaneous casters seem pretty happy with it. Hopefully for your group too!

Quandary |
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Good to hear Spontaneous Heighten (class ability) as we knew it is gone,
it felt like it caused as many problems as it fixed, pushing particular use-cases.
Not separating General/Skill Feats does sound like bad organization.
If nobody but Rogues had separate Skill Feat slots that might be OK, but still suboptimal considering Rogues.
Now, whether to put those sections next to each other OR put Skill Feats by vanilla Skill section could go either way
(although both could be achieved depending on where vanilla Skills are located in book re: General Feats)
The action symbols do seem alot better to me, although the little sub-square within 1-action and free action icons still feel too "busy". Just going with plain solid/outlined square or diamond would have been better IMHO, but the difference isn't that huge in the end.

ChibiNyan |
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One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...

Captain Morgan |
2 people marked this as a favorite. |

One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.

PossibleCabbage |
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In the playtest some classes don't have a reaction that is broadly applicable in combat (lots of people can grab ledges, but that won't happen in a fight all the time), and not just the magically aligned classes- the monk and the barbarian didn't have one.
Now it's possible to get one through multiclassing, and perhaps all classes have a reaction built in or easily acquirable, but if not spending an ancestry feat (which is likely less precious than a class feat) to get any kind of reaction would be appealing.

ChibiNyan |

ChibiNyan wrote:That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
I'm not familiar with this effect, can you show me?

Captain Morgan |
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Captain Morgan wrote:I'm not familiar with this effect, can you show me?ChibiNyan wrote:That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
You use your reaction to heal twice the level of the creature you strike. Doing this on every hit would be crazy. Even as is, holy runes were the only thing keeping the Glass Cannon team alive during the later waves of Doomsday Dawn Chapter 5.

Dante Doom |
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Ok, so after reading the Skill Page
Crafting -> Very similar as the Playtest version, except you don't reduce the number of days by your level. So pay half, in 4 days you can pay the rest and get the item or you can keep crafting for a discount (it appears that the discount is bigger!)
Obs. In the Ezren example it seems that the DC will be easier to achieve. Ezren have +13 Craft and the DC of the item of his lvl is DC 19. So easier CS.
Another thing I noticed in the Create a Diversion skill use from Deception it's that they probably changed the names of Percepetion stats (it lists something as observed and hidden)

ChibiNyan |
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ChibiNyan wrote:You use your reaction to heal twice the level of the creature you strike. Doing this on every hit would be crazy. Even as is, holy runes were the only thing keeping the Glass Cannon team alive during the later waves of Doomsday Dawn Chapter 5.Captain Morgan wrote:I'm not familiar with this effect, can you show me?ChibiNyan wrote:That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
Ok that is pretty good, but current taste in my mouth is that one from the spoiler card: "When you drop a creature to 0 HP, spend a reaction to gain temp. HP equal to your CON mod for 1 round". That's the pacific ocean between the two abilities

Pumpkinhead11 |
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Captain Morgan wrote:Ok that is pretty good, but current taste in my mouth is that one from the spoiler card: "When you drop a creature to 0 HP, spend a reaction to gain temp. HP equal to your CON mod for 1 round". That's the pacific ocean between the two abilitiesChibiNyan wrote:You use your reaction to heal twice the level of the creature you strike. Doing this on every hit would be crazy. Even as is, holy runes were the only thing keeping the Glass Cannon team alive during the later waves of Doomsday Dawn Chapter 5.Captain Morgan wrote:I'm not familiar with this effect, can you show me?ChibiNyan wrote:That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
With Rage now being a minute instead of 3 rounds i could see a Barbarian making good use of this. Would have to see what other options it competes with but against groups of enemies and constantly gaining 4 temp hp can make a difference.

Darkwynters |

Ok, so after reading the Skill Page
Crafting -> Very similar as the Playtest version, except you don't reduce the number of days by your level. So pay half, in 4 days you can pay the rest and get the item or you can keep crafting for a discount (it appears that the discount is bigger!)
Obs. In the Ezren example it seems that the DC will be easier to achieve. Ezren have +13 Craft and the DC of the item of his lvl is DC 19. So easier CS.Another thing I noticed in the Create a Diversion skill use from Deception it's that they probably changed the names of Percepetion stats (it lists something as observed and hidden)
There appears to be some limitation on Crafting that was not in the Playtest, such as you need Master proficiency to create 9th level items and Legendary for 16th level.

Edge93 |
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ChibiNyan wrote:With Rage now being a minute instead of 3 rounds i could see a Barbarian making good use of this. Would have to see what other options it competes with but against groups of enemies and constantly gaining 4 temp hp can make a difference.Captain Morgan wrote:Ok that is pretty good, but current taste in my mouth is that one from the spoiler card: "When you drop a creature to 0 HP, spend a reaction to gain temp. HP equal to your CON mod for 1 round". That's the pacific ocean between the two abilitiesChibiNyan wrote:You use your reaction to heal twice the level of the creature you strike. Doing this on every hit would be crazy. Even as is, holy runes were the only thing keeping the Glass Cannon team alive during the later waves of Doomsday Dawn Chapter 5.Captain Morgan wrote:I'm not familiar with this effect, can you show me?ChibiNyan wrote:That bit feels like a deliberate balancing choice. The holy rune healing effect would be absurdly overpowered if it didn't use up your reaction, locking you into it once per turn and costing your other options. It still feels kind of OP even with those restrictions.One thing that still bothers me is that passive/trigger abilities still have to be "Free Actions". Stuff like: When you land a critical hit, you heal X HP has to be an action type for some reason instead of an automatic thing. The main side-effect of this is that 2 free actions cannot trigger off the same event, so it's gonna stop some interactions down the line.
Even sillier is stuff like "Free action after you cast a heal spell to heal an additional +X" rather than just "Add +X to the amount healed by Heal spell".
What's worse is when they use up a reaction instead...
Also, IIRC the mentioned feat is an Orc Ancestry feat if we're thinking of the same thing, so any Half Orc or Adopted Ancestry user can get it, and it is infinite use rather than taking a daily resource or being limited per-day. So while it's much weaker than Holy it's also an entirely different form of usability and cost of access (given that Holy was like a level 11 or 12 item that takes up a Rune slot vs. a level 5 Ancestry Feat). Excellent for characters who don't regularly use reactions (of which I have seen many) and maybe even handy for those who do depending on the case.

AnimatedPaper |

Not separating General/Skill Feats does sound like bad organization.
If nobody but Rogues had separate Skill Feat slots that might be OK, but still suboptimal considering Rogues.
Now, whether to put those sections next to each other OR put Skill Feats by vanilla Skill section could go either way
(although both could be achieved depending on where vanilla Skills are located in book re: General Feats)
Since skill feats are general feats (even if not all general feats are skill feats), I can see the logic of this. Also there's just not a whole heck of a lot of general feats that aren't also skill feats, so when you go general feat hunting I think it would be better to have the skill feats mixed in. Skill feats listed in the very next section from general feats would work slightly less well for my taste, but it wouldn't be terrible.
I would personally prefer to not have the skill feats listed within the skills section. That's an organizational style more suitable for a website, which can be updated and can incorporate new material down the line. Now, if the table listing the skill feats by their parent skill did not exist, THAT would be an issue. But since it does, that is sufficient for me.

FedoraFerret |
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I did some transcribing of my own.
4 - SKILLS
(cont. from Repair Item, presumably) both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 Hit Points per proficiency rank you have in Crafting (a total of 10 HP if you're trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.
Crafting Trained Actions
You must be trained in Crafting to use it to Earn Income (page 236).
Earn Income by crafting goods for the market.
Craft
<Downtime> <-Illegible->
You make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feaat to create magic items, and the Snare Crafting feat to create snares.
To Craft an item, you must meet the following requirements.
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional downtime day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4-2: Income Earned (page 236) based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied but you can salvage the rest. If you want to try again, you must start over.
Sidebar: Consumables and Ammunition
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magic ammunition in batches, using the quantity listed in Table 6-8: Ranged Weapons (typically 10).
Sidebar: Getting Formulas
You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a basic craft's book (page 287). See the rules on page 293 for information on how to acquire other formulas.
Sidebar: Crafting Example
Ezren is a 5th level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th level item. The GM secretly chooses a DC of 19.
The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days buidling and incanting spells, he rolls a 12 on his Crafting check, for a result of 25! that's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.
However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. Because he's a 5th level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!)
If Ezren's Crafting check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp.
Identify Alchemy
<-Illegible-> <Exploration> <Secret>
Requirements You have alchemist's tools (page 287).
You can identify the nature of an alchemical item with 10 minutes of testing using alchemist's tools. If your attempt is interrupted in any way, you must start over.
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM's choice.
Deception (Cha)
You can trick and mislead others using disguises, lies, and other forms of subterfuge.
Create a Diversion <A>
<Mental>
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distraction words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away, as described on page 252.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill (pages 251 and 252). If you Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Impersonate
<Concentration> <Exploration> <Manipulate> <Secret>
You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a disguise kit (found on page 290), but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.

Thebazilly |
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Deadmanwalking wrote:Important things I noted that got left out of tqomin's otherwise excellent analysis (well, okay, he just hasn't gotten to the Bestiary yet)I have now! Though it just about killed my eyes. Transcriptions available here
You are a hero.
I'm loving all the changes to the Sorcerer. The rider effect for bloodline spells is really clever. I can't wait to see how they changed heightening for spontaneous casters.

Spellmonger |

What I want to know is why the lich in the bestiary has boobs.
Because that is what a breastplate worn by a lich looks like...?

Desna's Avatar |
Women can become liches too, Staffan.
I'm not sure he's implying that they can't, and thus, you likely shouldn't infer such.
Would a female lich's breasts long since have decomposed, obviating the need for such a breastplate? Likely so, but perhaps not.
In-game, you could say that the female lich maintained an emotional attachment to her armor worn while living or that this particular breastplate is imbued with such potent magicks that the lich retains it even though the form it takes is not necessary.