Someone Living Near Paizo Has the PF2 Books and Is Answering Questions and Posting Photos


Pathfinder Second Edition General Discussion

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Mark Seifter wrote:
Two-handed weapon vs weapon in two hands was very confusing in PF1 (I still think one of the FAQs about that in general contradicts another FAQ about lances); we don't have both of those in PF2. If you are using it two hands, you are using it in two hands. If you are using it in one hand, you are using it in one hand. That is the thing we will check.

I'm curious why brutal shove requires a two handed weapon then. Wouldn't requiring "you are wielding a weapon in two hands" instead help prevent confusion, especially from returning PF1 players?

Designer

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graystone wrote:
Mark Seifter wrote:
Two-handed weapon vs weapon in two hands was very confusing in PF1 (I still think one of the FAQs about that in general contradicts another FAQ about lances); we don't have both of those in PF2. If you are using it two hands, you are using it in two hands. If you are using it in one hand, you are using it in one hand. That is the thing we will check.
I'm curious why brutal shove requires a two handed weapon then. Wouldn't requiring "you are wielding a weapon in two hands" instead help prevent confusion, especially from returning PF1 players?

In the equipment chapter, we make it clear that requirements like that work with any such weapon in two hands, whether it requires two hands like a greatsword, has the two-hand trait like a bastard sword, or you just did it for fun with a longsword or the like.


Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.


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Mark Seifter wrote:
In the equipment chapter, we make it clear that requirements like that work with any such weapon in two hands, whether it requires two hands like a greatsword, has the two-hand trait like a bastard sword, or you just did it for fun with a longsword or the like.

Ok, that's cool: I'll have to see the exact wording and placement to see how it all fits in.

Mark Seifter wrote:
or you just did it for fun with a longsword or the like.

Does this mean that they would also work with smaller weapons like a dagger? If so, that's pretty cool that a secondary weapon doesn't have to be a huge weapon to use all your abilities.

PS: Thanks for popping in to answer and clarify things Mark! ;)


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Pathfinder Rulebook Subscriber
Gaulin wrote:
Is shield proficiency the only combat proficiency that can be gained through a general feat?

If I understand correctly, shields no longer require a proficiency. Anyone can equip one and use Raise a Shield. The General Feat grants Shield Block - and Fighters get it automatically at level 1.


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received my copies today in NYC. the collector's edition is beautiful


Are there any existing PF1 monsters that received new names in addition to the mites?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
PossibleCabbage wrote:
Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.

For DHA, you go from one hand to 2-hands for the strike then back to one hand. This saves the action economy of the interact that Mark talked about earlier, allows you to keep using stances/feats that require 1 hand free. It also increases the damage die on the Strike and can give a circumstance bonus to damage if the weapon has the Two-Hand trait.

It looks like you could start with Dueling Parry to increase AC, Stride, and then flourish with a Dual-Handed Assault.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
HTD wrote:
Are there any existing PF1 monsters that received new names in addition to the mites?

Troglodytes (Xulgaths) jump to mind. There may be more.


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BishopMcQ wrote:
PossibleCabbage wrote:
Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.

For DHA, you go from one hand to 2-hands for the strike then back to one hand. This saves the action economy of the interact that Mark talked about earlier, allows you to keep using stances/feats that require 1 hand free. It also increases the damage die on the Strike and can give a circumstance bonus to damage if the weapon has the Two-Hand trait.

It looks like you could start with Dueling Parry to increase AC, Stride, and then flourish with a Dual-Handed Assault.

Oh, is it one action now? It was 2 in the playtest, but 1 makes it pretty good.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
PossibleCabbage wrote:
BishopMcQ wrote:
PossibleCabbage wrote:
Speaking of bastard swords and dwarf waraxes, did dual-handed assault survive the playtest? Is it very different now? It kinda became hard to justify spending a feat on, once the playtest made it no longer an action saver, just a minor damage boost.

For DHA, you go from one hand to 2-hands for the strike then back to one hand. This saves the action economy of the interact that Mark talked about earlier, allows you to keep using stances/feats that require 1 hand free. It also increases the damage die on the Strike and can give a circumstance bonus to damage if the weapon has the Two-Hand trait.

It looks like you could start with Dueling Parry to increase AC, Stride, and then flourish with a Dual-Handed Assault.

Oh, is it one action now? It was 2 in the playtest, but 1 makes it pretty good.

Yes, Single Action.


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Interesting, I learned that Summon Entity is Aberrations.

Summon spells and their spell lists:

Animal: Arcane, primal
Celestial: Divine
Construct: Arcane
Dragon: Arcane
Elemental: Arcane, Primal
Entity: Occult
Fey: Occult, Primal
Fiend: Divine
Giant: Primal
Plant/Fungus: Primal

Arcane: 4 spells (2 exclusive)
Primal: 5 spells (2 exclusive)
Divine: 2 spells (but exclusive and no doubt SLA loaded)
Occult: 2 spells (one exclusive)


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Xenocrat wrote:

Interesting, I learned that Summon Entity is Aberrations.

Summon spells and their spell lists:

Animal: Arcane, primal
Celestial: Divine
Construct: Arcane
Dragon: Arcane
Elemental: Arcane, Primal
Entity: Occult
Fey: Occult, Primal
Fiend: Divine
Giant: Primal
Plant/Fungus: Primal

Arcane: 4 spells (2 exclusive)
Primal: 5 spells (2 exclusive)
Divine: 2 spells (but exclusive and no doubt SLA loaded)
Occult: 2 spells (one exclusive)

Dope. Now we can summon our own eldritch horrors!

Ia! Ia!


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I don't know, such a broad scope of Summons makes the lack of Human(oids) sort of strange to me.
I mean what they are actually good for would be open question, maybe a Bard Summoning backup band members? :-)


It sort of makes sense that you can't summon things from the prime material, since that's a teleport not a summon.

I'm assuming the animals, constructs, giants, and dragons you can summon are extraplanar, at least.


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Xenocrat wrote:

Interesting, I learned that Summon Entity is Aberrations.

Summon spells and their spell lists:

Animal: Arcane, primal
Celestial: Divine
Construct: Arcane
Dragon: Arcane
Elemental: Arcane, Primal
Entity: Occult
Fey: Occult, Primal
Fiend: Divine
Giant: Primal
Plant/Fungus: Primal

Arcane: 4 spells (2 exclusive)
Primal: 5 spells (2 exclusive)
Divine: 2 spells (but exclusive and no doubt SLA loaded)
Occult: 2 spells (one exclusive)

Ooh, that's neat. I wonder if bards get any feats that help them specialize in summoning. You know, for all those eldritch abomination loving bards out there :P


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Mechalibur wrote:

)

Ooh, that's neat. I wonder if bards get any feats that help them specialize in summoning. You know, for all those eldritch abomination loving bards out there :P

Cthulhu muse when?


Here is a question. Does Charisma do anything other than modify Deception, Diplomacy, Intimidate and Performance for non Bard/Sorcs/Champion?

Liberty's Edge

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Mellok wrote:
Here is a question. Does Charisma do anything other than modify Deception, Diplomacy, Intimidate and Performance for non Bard/Sorcs/Champion?

We know it doesn't do much beyond the things you list. Mark Seifter admitted as much a while back.


Quandary wrote:

I don't know, such a broad scope of Summons makes the lack of Human(oids) sort of strange to me.

I mean what they are actually good for would be open question, maybe a Bard Summoning backup band members? :-)

My bards usually just babble the secrets of the beyond in what could pass as outlandish poetry.

But to each their own. A choir would be a nice accompaniment. With the right number of mouths, it could be quite the a cappella.

Shadow Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Illrigger wrote:


I would guess that if an ability requires a 2H weapon, the Bastard Sword will not work for it, as it is explicitly listed as a 1H in the table. The 2H d12 is in the Weapon Traits section, and no reason the believe that actually makes it a 2H weapon.

Two-handed weapon vs weapon in two hands was very confusing in PF1 (I still think one of the FAQs about that in general contradicts another FAQ about lances); we don't have both of those in PF2. If you are using it two hands, you are using it in two hands. If you are using it in one hand, you are using it in one hand. That is the thing we will check.

As to bastard vs greatsword, hand swapping is a bigger difference more often than damage type swapping, but it also has an action cost that can get significant if you're tight on actions. Dwarven waraxe is advanced because it has the best of both worlds.

OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?


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Midnightoker wrote:
My bards usually just babble the secrets of the beyond in what could pass as outlandish poetry.

Shoggoths backup dancers?


Pathfinder Roleplaying Game Superscriber
Illrigger wrote:
OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?

I don't think that's correct, there shouldn't be any automatic reverting. If you need to change you grip (for example, you want to cast a spell with a Somatic component), there's an action cost for that. Otherwise, you just keep holding with two hands and that's that.


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graystone wrote:
Midnightoker wrote:
My bards usually just babble the secrets of the beyond in what could pass as outlandish poetry.
Shoggoths backup dancers?

Yes.

If you’re really lucky, and you’re under the waves, aboleth roadies are excellent. The clouds and the illusory patterns make for one hell of a show. It’s like The Little Mermaids “Under the Sea” meets “Dark Side of the Moon”. Real crowd pleaser.

Verdant Wheel

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First World Bard wrote:
Illrigger wrote:
OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?
I don't think that's correct, there shouldn't be any automatic reverting. If you need to change you grip (for example, you want to cast a spell with a Somatic component), there's an action cost for that. Otherwise, you just keep holding with two hands and that's that.

Ok for comparison, Bastard Sword Caster vs. Greatsword Caster.

Assume both are using the 2-handed grip. If they want to cast a spell, they'd have to use an action to free up one hand. Then they can Somatically cast a spell. The difference is, the Bastard sword could now immediately make 1-hand attacks again, but the Greatsword user would have to use another action to "regrip" before attacking again?


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I just got a package from Paizo via USPS, but all I got was this stinking Combat Pad in it and that was it! :(

Actually, I really like the new combat pad. I'm just upset that that was the only thing in my subscription package that arrived. I was charged on Monday and it got from Washington state to Arizona in just 2 days. So, that is pretty good.

But, I wanted to see the books first! However, UPS tells me that the package with the rest of my Paizo subscriptions will get here by Monday, July 22nd. I'm hoping it gets here faster than that!

So, in the mean time I can answer questions about the 2nd edition Combat Pad! :)

Shadow Lodge

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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
First World Bard wrote:
Illrigger wrote:
OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?
I don't think that's correct, there shouldn't be any automatic reverting. If you need to change you grip (for example, you want to cast a spell with a Somatic component), there's an action cost for that. Otherwise, you just keep holding with two hands and that's that.

That is what I would have thought, but there is a clear delineation of "wielding" vs "carrying" in the rules now. In Mark's post he says that the waraxe is the best of both worlds, and the only difference between the two descriptions is that the BS says "held with two hands" and the waraxe says "wielded with 2 hands". Then the rule says that the 2H trait means it can be wielded in 2 hands. Let's just say that the choice of words they use could be clearer, and Mark's post didn't help in that regard :)


ikarinokami wrote:
received my copies today in NYC. the collector's edition is beautiful

in texas an they wont even take my money yet. lucky son of a sword!@\

Designer

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Illrigger wrote:
First World Bard wrote:
Illrigger wrote:
OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?
I don't think that's correct, there shouldn't be any automatic reverting. If you need to change you grip (for example, you want to cast a spell with a Somatic component), there's an action cost for that. Otherwise, you just keep holding with two hands and that's that.
That is what I would have thought, but there is a clear delineation of "wielding" vs "carrying" in the rules now. In Mark's post he says that the waraxe is the best of both worlds, and the only difference between the two descriptions is that the BS says "held with two hands" and the waraxe says "wielded with 2 hands". Then the rule says that the 2H trait means it can be wielded in 2 hands. Let's just say that the choice of words they use could be clearer, and Mark's post didn't help in that regard :)

The waraxe is best of both worlds because it has sweep, like a greataxe, and also two-hand.


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Pathfinder Rulebook Subscriber
rainzax wrote:


Ok for comparison, Bastard Sword Caster vs. Greatsword Caster.

Assume both are using the 2-handed grip. If they want to cast a spell, they'd have to use an action to free up one hand. Then they can Somatically cast a spell. The difference is, the Bastard sword could now immediately make 1-hand attacks again, but the Greatsword user would have to use another action to "regrip" before attacking again?

Not quite. letting go with one hand is considered "dropping" and is a free action. going back to a 2H grip is an action.

Verdant Wheel

lordcirth wrote:
rainzax wrote:

Ok for comparison, Bastard Sword Caster vs. Greatsword Caster.

Assume both are using the 2-handed grip. If they want to cast a spell, they'd have to use an action to free up one hand. Then they can Somatically cast a spell. The difference is, the Bastard sword could now immediately make 1-hand attacks again, but the Greatsword user would have to use another action to "regrip" before attacking again?

Not quite. letting go with one hand is considered "dropping" and is a free action. going back to a 2H grip is an action.

Not bad.

And means Bastard Sword over Greatsword for better action economy with Multiclass Fighter-Wizards.


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Pathfinder Rulebook Subscriber
rainzax wrote:
lordcirth wrote:
rainzax wrote:

Ok for comparison, Bastard Sword Caster vs. Greatsword Caster.

Assume both are using the 2-handed grip. If they want to cast a spell, they'd have to use an action to free up one hand. Then they can Somatically cast a spell. The difference is, the Bastard sword could now immediately make 1-hand attacks again, but the Greatsword user would have to use another action to "regrip" before attacking again?

Not quite. letting go with one hand is considered "dropping" and is a free action. going back to a 2H grip is an action.

Not bad.

And means Bastard Sword over Greatsword for better action economy with Multiclass Fighter-Wizards.

Well, that depends where they ended up on somatic actions. By the end of the playtest you could use a somatic action with your hands full. IIRC material components were the only ones that actually needed a hand free, and even then sorcerers could ignore that.


rainzax wrote:
lordcirth wrote:
rainzax wrote:

Ok for comparison, Bastard Sword Caster vs. Greatsword Caster.

Assume both are using the 2-handed grip. If they want to cast a spell, they'd have to use an action to free up one hand. Then they can Somatically cast a spell. The difference is, the Bastard sword could now immediately make 1-hand attacks again, but the Greatsword user would have to use another action to "regrip" before attacking again?

Not quite. letting go with one hand is considered "dropping" and is a free action. going back to a 2H grip is an action.

Not bad.

And means Bastard Sword over Greatsword for better action economy with Multiclass Fighter-Wizards.

Maybe? But if you're one-handing it often, you might be better off just grabbing a different one handed weapon with other traits. (Though admittedly the playtest versions of sweep (battleaxe), shove (warhammer) and thrown (trident) are kinda mediocre and situational at best)

Or just going Barbarian- or Monk- multiclass and picking up a 1d10 or 1d8 agile attack that don't tie up hands at all.


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Pathfinder Lost Omens, Rulebook Subscriber

My package has been hanging out in Fife, Wa since Tuesday. Hopefully soon it will be in my hands.


Yeah! I'm part of the "my order has shipped" club!

Ashanderai, I didn't pick up the combat pad as I use a completely different setup to track initiative. So.. try to sell me on the combat pad! What is great about it?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Evan Tarlton wrote:


HTD wrote:
Do the serpentfolk and inevitables appear in the Bestiary? If yes, do they have new names?
Neither of them appear. Inevitables are mentioned, and by that name.

Correction: the Kolyarut appears. Inevitables are now a subset of the aeons.


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Is there a way to a high STR score mitigate de penalties of Heavy armor (speed reduction and ACP))?


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Pathfinder Rulebook Subscriber
Dante Doom wrote:
Is there a way to a high STR score mitigate de penalties of Heavy armor (speed reduction and ACP))?

The devs already confirmed that there is.


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Pathfinder Rulebook Subscriber

Are the phlegm worms in today's Tales of Lost Omens in the Bestiary? I'd assume that they're a feature of some kind of demon or other gross thing. I want to inflict them on my players ASAP... *evil laugh*


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
jdripley wrote:

Yeah! I'm part of the "my order has shipped" club!

Ashanderai, I didn't pick up the combat pad as I use a completely different setup to track initiative. So.. try to sell me on the combat pad! What is great about it?

Okay, however, if you already prefer a different set up, I'm not sure I can convince you. But, I'll give it a shot, though I will refrain from copying the text on the back of the product or the product page text and just describe it. Go to the product page or back of the cover if you want a precise breakdown of the components.

First of all, the pad is all in scroll and parchment -like browns and tans that Pathfinder loves to use for its documents, character sheets, ransom notes, and watermarks.

On Combat Pads I have seen in the past, name plates are blank with different colors to represent different categories of PC, NPC, or monster, etc.; however, these are actually titled, lest you forget that the blue ones are for a... oops! I shouldn't spoil the surprise here, so:

PC is Blue:
Player Character

NPC is Green:
Non-Player Character

MON is Red (or at least a Rusty Brown):
Monster or Enemy

HAZ is Gray:
Hazard

You get one sheet of these with thin, condition marker magnets in different colors that you can lay over the top of other magnets, and several arrow markers. If you do not like the idea of these labels, then you are in luck because the second sheet of name plate magnets have no writing on them, what-so-ever, and use can use them for whatever you desire without fear of being called a heathen for doing so.

Also, let's not forget that the pad itself and the magnets are all wet- and dry- erase. So, you can write on it with almost anything; water-soluble, dry erase, blood, saliv... um nevermind that... what were we talking about? Oh, yeah...

The 2E Combat Pad has 8 columns from left to right in the following order:

An untitled column for writing your initiative numbers (so it can be as high or as low as you need the numbers to be)

Initiative Column - This is the column where you will place name plate magnets for PCs, NPCs, Monsters, Hazards, etc.

Delay Column - You can slide a name plate over to the right and into this column if that is an action that the character in question is performing or you can just color in the circle in that column and row intersection with your marker.

Dying Columns - "Dying" is the larger title that actually encompasses three columns, each labeled 1, 2, or 3. These three columns have a skull depicted for each row. This is apparently so that you can slide a name plate over to the appropriate dying condition depending on the row it is in, which saves the time of having to write the condition down. Or you can totally write on the skulls and color them in; maybe even get one of those sparkly markers and make them into those candied Day of the Dead skulls - You know, just let out your inner, undead, artistic self to be free of its fleshy shackles!

NOTES - This column is actually just a big open area without lines separating columns or rows so that you can take whatever notes you need such as what damage or current HP levels certain characters or monsters may have or anything else you may want to quickly jot down. Or, you know, mark down those hash marks like you do on prison walls and whatnot. What? It's better than the other stuff that gets on prison walls.

DURATION - This last column is numbered 1 through 10 with 10 at the top and 1 near the bottom of the pad. It is adjacent to the NOTES column, so if you want to use an arrow of a certain color in that empty space to depict the duration of an effect or maybe color coordinate it with those thin condition magnet strips, you can. Or you can write something there in the NOTES column that points to a duration, if you want.

I prefer this newer, modified layout to that of the previous combat pads I have bought and it's use of the dying conditions already leads me to believe it is more practical than the "Ready", "Delay", "Action" columns of past combat pads since my groups seem to never bring these things up in game. But, I am as certain I will use these dying columns more as I am in the existence of Birth, Death, and Government Taxes that I will be far more likely to have dying conditions come up in my 2E games.

Watch out though, the flip side of the combat pad has the exact same setup, just like a doppelganger! I have certain feeling about these sorts of things, and my suspicions are usually right about...

Liberty's Edge

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Thanks a lot. This sounds good.

Is the flip side adapted for left-handedness ?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
The Raven Black wrote:

Thanks a lot. This sounds good.

Is the flip side adapted for left-handedness ?

No, I'm afraid not; it is exactly like the other side.

Don't worry though, I'm sure someone will get flayed a delightful shade of red and pink over that debacle!

Dark Archive

BishopMcQ wrote:
Kevin Mack wrote:
Is there catfolk?
Yep

How do they look now (More humanoid or more cat if you get me?)

Liberty's Edge

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Apparently Item quality (Expert, Master, Legendary) never made it past the playtest.

This is really disappointing to me, though I guess it was for the sake of simplicity which readily translates in accessibility to new players.

I hope we will get it back in GMG as one of the variant systems. It is a great idea which appealed to many posters.


The Raven Black wrote:

Apparently Item quality (Expert, Master, Legendary) never made it past the playtest.

This is really disappointing to me, though I guess it was for the sake of simplicity which readily translates in accessibility to new players.

I hope we will get it back in GMG as one of the variant systems. It is a great idea which appealed to many posters.

I think this has been confirmed

Also I thought that weapons only go up to +3 anyway so I am not sure why people can’t just do a terminology change (+1 = expert etc). But I don’t know all the details


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Thanks for the answers so far.

Asking for a friend:
1) How much bulk is the alchemist kit?
2) What are the prerequisites for the skill feat Hefty Hauler?

The Exchange

I got my copy a couple days ago. I live in Michigan and was wondering how the heck I got it so quick. They must be going out randomly. Also I did select priority mail.

The Exchange

Rek Rollington wrote:

Thanks for the answers so far.

Asking for a friend:
1) How much bulk is the alchemist kit?
2) What are the prerequisites for the skill feat Hefty Hauler?

To add to this, how much bulk is the healer's kit?


warpi9 wrote:
I got my copy a couple days ago. I live in Michigan and was wondering how the heck I got it so quick. They must be going out randomly. Also I did select priority mail.

The order they leave the warehouse is pseudorandom. Shipping times obviously depends on your chosen method.


Rek Rollington wrote:

Thanks for the answers so far.

Asking for a friend:
1) How much bulk is the alchemist kit?
2) What are the prerequisites for the skill feat Hefty Hauler?

I see what you did here!

(Especially as it is my attribute thread that has been derailed by bickering over bulk based completely on playtest information)

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