Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

551 to 600 of 892 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Silver Crusade

Seisho wrote:

So, it is clothing upgradable with runes, dex limit +5 and no further special properties?

EDIT: How does it compare to armor? (What is the max armor value one get get from nonmagical armor (including dex))

It depends on how you build your character, they all come out about the same, the actual armors having lower Dex caps.

All by itself, Full plate is the "best" at +6 but no Dex.


1 person marked this as a favorite.
Rysky wrote:
Seisho wrote:

So, it is clothing upgradable with runes, dex limit +5 and no further special properties?

EDIT: How does it compare to armor? (What is the max armor value one get get from nonmagical armor (including dex))

It depends on how you build your character, they all come out about the same, the actual armors having lower Dex caps.

All by itself, Full plate is the "best" at +6 but no Dex.

Thx, that's luckily not too much of a difference, seems fair

thx for the quick answers


4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Saint Evil wrote:

Last year I was an advocate of Fighters getting both legendary weapons and armour, did that happen?

And what is the top prof rank for each class by weapon and armour?

Spoiler:
Fighters get legendary weapons, but only master armor. Champions get legendary armor, but only master weapons.

Other martial classes (Ranger, Barbarian, I think Rogue) get master in both. Monk gets master in unarmed strikes and legendary in unarmored defense.

Most other classes only get expert in both (but all classes get at least expert in both), although I believe Warpriests get master in armor and their deity's favored weapon.

For other abilities, Rangers and Rogues are the only classes that get Legendary perception; not many others even get Master (although Fighters get Master plus an initiative bonus that makes them effectively Legendary at initiative). Most classes get Master in at least one save, complete with treating successes as crits. Rangers and Rogues both get legendary in Reflex, plus treat crit fails as fails. Monks can get Legendary in ANY save, with an additional ability that makes them practically immune to anything that save throws at them. I haven't read Sorcerers and Wizards yet so I'm not sure what their save progression is.


What are the powers for the wizard Illusion school? In the playtest it seemed there were precious few of them compared to other schools.

Also, are the spells/powers laid out better in the crb than in the playtest book? It was a pain to find them in the playtest book since they weren't grouped by school or power. Even a parenthesized indication in the spell list as to school and/or power would have been nice.


2 people marked this as a favorite.
Xenocrat wrote:

Question: What kinds of cross spell tradition abilities exist? So far I'm aware of:

1. Impossible Polymath (Bard 18): Allows a Bard to add spells from other traditions to his spellbook and prepare one of them as his 1/day special preparation.

2. Crossblooded Evolution (Sorcerer 8): Add one off tradition spell to your repertoire that you can cast as if it was in your tradition, can be swapped as your spell swap at every level.

3. Greater Crossblooded Evolution (Sorcerer 18): As above, but now you know three spells from other traditions. They don't have to be from the same or different traditions, but they do have to be different levels.

4. Unified Theory (Skill 15): Allows someone with Legendary Arcana to do lots of skill stuff in Nature, Relgion, and Occultism with his Arcana.

Is there anything else? Any Cleric or Wizard options to use spells from other traditions?

Human does have an option as well, Adaptive Cantrip, and Adaptive Adept. Note that it only allows access to a 1st-level spell, and you do not get access to the heightened versions.


4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Cyouni wrote:
Xenocrat wrote:

Question: What kinds of cross spell tradition abilities exist? So far I'm aware of:

1. Impossible Polymath (Bard 18): Allows a Bard to add spells from other traditions to his spellbook and prepare one of them as his 1/day special preparation.

2. Crossblooded Evolution (Sorcerer 8): Add one off tradition spell to your repertoire that you can cast as if it was in your tradition, can be swapped as your spell swap at every level.

3. Greater Crossblooded Evolution (Sorcerer 18): As above, but now you know three spells from other traditions. They don't have to be from the same or different traditions, but they do have to be different levels.

4. Unified Theory (Skill 15): Allows someone with Legendary Arcana to do lots of skill stuff in Nature, Relgion, and Occultism with his Arcana.

Is there anything else? Any Cleric or Wizard options to use spells from other traditions?

Human does have an option as well, Adaptive Cantrip, and Adaptive Adept. Note that it only allows access to a 1st-level spell, and you do not get access to the heightened versions.

Man, re-calibrating my expectations for Second Edition is such a process... XD

"A cantrip and a first level spell for two feats? That's terrible!"

~brain thinking sounds~

"Oh wait actually that's amazing!" XD


Can someone post Adaptive Cantrip and Adaptive Adept?


Aside from the change in proficiency math, do monks get anything new to help out for the first few levels? In the playtest I found monks were great by midgame, but the early levels were rough.


MaxAstro wrote:
Saint Evil wrote:

Last year I was an advocate of Fighters getting both legendary weapons and armour, did that happen?

And what is the top prof rank for each class by weapon and armour?

** spoiler omitted **

Do you mean there's a Monk feat you can take for any of your saves you take to Legendary?

What does it do, and do you think it's more valuable than having multiple Master saves for the ability to count all successes as Crit successes?

PossibleCabbage wrote:
Aside from the change in proficiency math, do monks get anything new to help out for the first few levels? In the playtest I found monks were great by midgame, but the early levels were rough.

I know my Unchained Monk experiences were rough at first in PF1e as I dumped Strength hard, but eventually did get a Dex to Damage option and things improved from there.

Not going to be an issue in 2e at least with how easy it is to get stats up to a decent level.


4 people marked this as a favorite.
mrspaghetti wrote:

What are the powers for the wizard Illusion school? In the playtest it seemed there were precious few of them compared to other schools.

Also, are the spells/powers laid out better in the crb than in the playtest book? It was a pain to find them in the playtest book since they weren't grouped by school or power. Even a parenthesized indication in the spell list as to school and/or power would have been nice.

The powers are now in their own section at the end of spells and organized by class and then alphabetically.


1 person marked this as a favorite.

There's one question a player of mine is dying to know the answer to. Can you sneak attack with alchemist bombs?


I don't think this was answered when I asked it before: what are some interesting details about traps, and specifically is there anything akin to symbol of death, either as a spell/ritual or as just a trap?


Vlorax wrote:
mrspaghetti wrote:

What are the powers for the wizard Illusion school? In the playtest it seemed there were precious few of them compared to other schools.

Also, are the spells/powers laid out better in the crb than in the playtest book? It was a pain to find them in the playtest book since they weren't grouped by school or power. Even a parenthesized indication in the spell list as to school and/or power would have been nice.

The powers are now in their own section at the end of spells and organized by class and then alphabetically.

That's an improvement, searching for powers between the spell or looking at something 'hmmm...cool spell...oh wait, power...' was really annoying


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
TurtleBranch wrote:
There's one question a player of mine is dying to know the answer to. Can you sneak attack with alchemist bombs?

Spoiler:
Sadly, no. While you can normally sneak attack with any ranged attack, thrown weapons specifically have to be agile or finesse to sneak attack with.

...Although, do alchemical bombs count as simple weapons? I need to look that up. Thug rogues can sneak attack with any simple weapon, so might be able to.


11 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
MaxAstro wrote:
TurtleBranch wrote:
There's one question a player of mine is dying to know the answer to. Can you sneak attack with alchemist bombs?
** spoiler omitted **

This is incorrect. The restriction to agile/finesse weapons applies only to thrown melee weapons, which alchemist bombs are not (they are ranged weapons). Sneak attacks with bombs are actually mentioned explicitly as an example of what a multiclass rogue/alchemist could do in the archetype subchapter.


Rysky wrote:
Data Lore wrote:
Rysky wrote:

And not have Common depending on their Intelligence score/their choices?

If a GM and the group is okay with that then go for it, but the game goes with the assumption that everyone can speak with each other.

Thats not what Im saying. I wouldn't have Dwarves or Elves choose between Common and thier ancestral tongues either.

Well there's only 1 Dwarven and Elven but 11 human ethnicities.

If you're setting the game somewhere where Taldane is not the Common language than I'd switch that.

As for why they didn't have go Common + Ethnicity + Int for human languages is because Common is a human ethnicity language (Taldane), so for people playing characters from the major areas of Avistan (Cheliax, Taldor, Andoran, Nirmanthas, Molthune, Galt, etc etc) they'd still not have an "ethnicity" language.

The language rules seem overly restrictive. An "average" human with Int 10 and no feats will only ever speak one language? In many parts of our world, people speak 2,3, or more languages, and it's not clear to me why Golarion is apparently so different.


Did the Rod of Wonder make it into the game?


In the playtest Humans got Common + "one additional language selected from those to which you have access". Did that change? My understanding was that you certainly could select an ethnic language for that other slot, if you're from there, you could always select any common language instead.

So your Taldan human with 10 Int could speak Taldane (i.e. "Common") and Elvish.


1 person marked this as a favorite.
Rysky wrote:
LifelongNerd wrote:
Kyrone wrote:
What is the cutest monster in the Bestiary?
This one!

I wish that was in there, and the actual Owlbear art is cute and bear like.

Non-Sequitur, the Baby Bestiary 1 & 2 are awesome and packed with adorable art. They're also system neutral so will work fine with 2e.

Oh damn! Are those books full of such images of cute baby monsters? They look wonderful! ...I might have to get these... at least one. *_*


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Paradozen wrote:
Did the Rod of Wonder make it into the game?

Yes, I remember seeing it in my book.


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber
pjrogers wrote:


The language rules seem overly restrictive. An "average" human with Int 10 and no feats will only ever speak one language? In many parts of our world, people speak 2,3, or more languages, and it's not clear to me why Golarion is apparently so different.

I think that those people who are multilingual have put non-zero effort into doing so. Picking the Linguist feat seems like a fairly small investment for this.


PossibleCabbage wrote:

In the playtest Humans got Common + "one additional language selected from those to which you have access". Did that change? My understanding was that you certainly could select an ethnic language for that other slot, if you're from there, you could always select any common language instead.

So your Taldan human with 10 Int could speak Taldane (i.e. "Common") and Elvish.

My understanding is that humans get Common and "Additional languages equal to their Intelligence modifier" (p. 55).


1 person marked this as a favorite.
masda_gib wrote:
Rysky wrote:
LifelongNerd wrote:
Kyrone wrote:
What is the cutest monster in the Bestiary?
This one!

I wish that was in there, and the actual Owlbear art is cute and bear like.

Non-Sequitur, the Baby Bestiary 1 & 2 are awesome and packed with adorable art. They're also system neutral so will work fine with 2e.

Oh damn! Are those books full of such images of cute baby monsters? They look wonderful! ...I might have to get these... at least one. *_*

They are a real catch and even if it's just for flipping through it to look at cute baby monsters :P


1 person marked this as a favorite.
Paradozen wrote:
Did the Rod of Wonder make it into the game?

Yes, it did. Can be used every 1d4 hours, list of effects are unchanged from the playtest afaik. A pretty cool item, I didn't see it when I was flipping through the playtest!


What are exploration / travel activities like generally? Are they like the playtest? If you get lost are there any built-in consequences or guidance for the GM of what that means?

Silver Crusade

5 people marked this as a favorite.
pjrogers wrote:

The language rules seem overly restrictive. An "average" human with Int 10 and no feats will only ever speak one language? In many parts of our world, people speak 2,3, or more languages, and it's not clear to me why Golarion is apparently so different.

The snarky (but probably at least partially true) answer is that Paizo is an American company and most Americans speak only one language.


8 people marked this as a favorite.
pjrogers wrote:
My understanding is that humans get Common and "Additional languages equal to their Intelligence modifier" (p. 55).

I guess that explains why my 10 Int Kellid Barbarian left the Realm of the Mammoth Lords- she didn't speak Hallit and thus couldn't follow any of the conversations. Still, I suspect this requires errata.


1 person marked this as a favorite.

Do Barbarians have any feats for TWF?


3 people marked this as a favorite.
pjrogers wrote:
The language rules seem overly restrictive. An "average" human with Int 10 and no feats will only ever speak one language? In many parts of our world, people speak 2,3, or more languages, and it's not clear to me why Golarion is apparently so different.

As I mentioned before, this can always be house ruled.

That being said, have you ever tried to learn a second language? I've been trying for a few years, spending an average of 5 hours/week and I still feel pretty incompetent at it. [And let's give me a bump here and say I'm of average intelligence for the sake of discussion...]

The point is that, while I don't think it is unreasonable for you to think your PCs should have more starting languages in this game, I also don't think it is unreasonable that you should have to invest SOMETHING in order to get additional languages.

After all, while it is true that many people in our world speak multiple languages, it is also true that about half speak only one. This in spite of the fact that most would love to be able to speak other languages, play musical instruments and do all sorts of other things that require a lot of time and dedication.

And in the game, knowing extra languages actually has an impact other than just flavor with regard to information gathering, eavesdropping, persuasion and all kinds of other activities.


Cozzymandias wrote:
Paradozen wrote:
Did the Rod of Wonder make it into the game?
Yes, it did. Can be used every 1d4 hours, list of effects are unchanged from the playtest afaik. A pretty cool item, I didn't see it when I was flipping through the playtest!

It wasn't in the playtest from what I can find, any of the abilities different from PF1? Because a lot of them were kinda disappointing in most scenarios, but you could spam the rod as much as you dared to get a better effect.

Silver Crusade

1 person marked this as a favorite.
Seisho wrote:
masda_gib wrote:
Rysky wrote:
LifelongNerd wrote:
Kyrone wrote:
What is the cutest monster in the Bestiary?
This one!

I wish that was in there, and the actual Owlbear art is cute and bear like.

Non-Sequitur, the Baby Bestiary 1 & 2 are awesome and packed with adorable art. They're also system neutral so will work fine with 2e.

Oh damn! Are those books full of such images of cute baby monsters? They look wonderful! ...I might have to get these... at least one. *_*
They are a real catch and even if it's just for flipping through it to look at cute baby monsters :P

To second this, yes, the books are full of such images of cute baby monsters :3


1 person marked this as a favorite.
Rysky wrote:
Data Lore wrote:
Rysky wrote:

And not have Common depending on their Intelligence score/their choices?

If a GM and the group is okay with that then go for it, but the game goes with the assumption that everyone can speak with each other.

Thats not what Im saying. I wouldn't have Dwarves or Elves choose between Common and thier ancestral tongues either.

Well there's only 1 Dwarven and Elven but 11 human ethnicities.

If you're setting the game somewhere where Taldane is not the Common language than I'd switch that.

As for why they didn't have go Common + Ethnicity + Int for human languages is because Common is a human ethnicity language (Taldane), so for people playing characters from the major areas of Avistan (Cheliax, Taldor, Andoran, Nirmanthas, Molthune, Galt, etc etc) they'd still not have an "ethnicity" language.

But that's exactly what happens in the real world... Most people in the western world speak at least two languages, their mother language and Common (aka English). The exception being many people in English speaking countries (especially the US) speak only Common.

But as you pointed out to keep it sane and balanced I really think 10int people should be speaking 2 languages, even Taldans. Ethnic Taldans in Taldor can choose Kelish, Ulfen, Azlanti, or Gnome as their 2nd language depending on city and social class


2 people marked this as a favorite.
pjrogers wrote:


The language rules seem overly restrictive. An "average" human with Int 10 and no feats will only ever speak one language? In many parts of our world, people speak 2,3, or more languages, and it's not clear to me why Golarion is apparently so different.

What's your favorite foreign language magazine, radio station, and television/movie source in Golarion?

morphail wrote:


But that's exactly what happens in the real world... Most people in the western world speak at least two languages, their mother language and Common (aka English). The exception being many people in English speaking countries (especially the US) speak only Common.

How many Europeans spoke Latin/French/English before radio/television?

Silver Crusade

6 people marked this as a favorite.

*goes to ask a question*

Humans are supposed to get their ethnicity’s language

When they updated the number of languages from “plus one extra at Int 14” to the current (“plus your Int modifier”) it got lost accidentally.

Edit: technically they’re supposed to get a free floating language, so Taldans aren’t screwed out of a language.


Xenocrat wrote:
morphail wrote:


But that's exactly what happens in the real world... Most people in the western world speak at least two languages, their mother language and Common (aka English). The exception being many people in English speaking countries (especially the US) speak only Common.
How many Europeans spoke Latin/French/English before radio/television?

Many more than you'd think. Especially on borders and/or capitals, it was very common to speak a 2nd or even 3rd language. You wouldn't be a master of it, but you could get by.

Take Austria-Hungary, many many people would learn German or Hungarian in addition to their local language. Almost certainly if they had to travel even a small bit.


1 person marked this as a favorite.

No one's saying it but I can say that at least here on the southern end of America people who don't speak the native language of the country they are living in is more common than you might expect...


1 person marked this as a favorite.

Ugh, don't open up that can of worms, man.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
painted_green wrote:
MaxAstro wrote:
TurtleBranch wrote:
There's one question a player of mine is dying to know the answer to. Can you sneak attack with alchemist bombs?
** spoiler omitted **
This is incorrect. The restriction to agile/finesse weapons applies only to thrown melee weapons, which alchemist bombs are not (they are ranged weapons). Sneak attacks with bombs are actually mentioned explicitly as an example of what a multiclass rogue/alchemist could do in the archetype subchapter.

Good catch! Thanks!


9 people marked this as a favorite.
Edge93 wrote:
No one's saying it but I can say that at least here on the southern end of America people who don't speak the native language of the country they are living in is more common than you might expect...

Yeah, it's a real pity Native American languages are dying out.

Anyway, my point was giving an example of multi-language proficiency. It's all about access. If a PC comes from a village which never communicates with outer world, then they shouldn't know Common.

However, for people who expect to travel in regions where different languages are spoken, it is quite common to be multilingual even if you are not otherwise above-average intelligent.


4 people marked this as a favorite.

(Folks, this really isn't the thread to discuss languages. The rules are what they are.)

Do any of the Cleric domains grant utility or non-combat focus spells?


1 person marked this as a favorite.

On the subject of languages, is there a cardboard box to aid rogues with stealth/ sliding down sand dunes?

Or a more serious question, are there any specific rules regarding nonlethal damage?


2 people marked this as a favorite.

having gauntlets on both hands means you are dual-wielding, dueling, and have both hands free all at the same time. Correct?


2 people marked this as a favorite.
QuidEst wrote:

(Folks, this really isn't the thread to discuss languages. The rules are what they are.)

Do any of the Cleric domains grant utility or non-combat focus spells?

Spoiler:
A good number of focus spells are utility oriented, many geared more toward social encounters than combat
Dark Archive

Pathfinder Rulebook Subscriber

Are there any guidelines in the CRB or Bestiary for deciding how many encounters per day and what difficulties to throw at the PCs, or are there clearer descriptions of the intended resource drain on the party from an encounter of a given difficulty?


Thebazilly wrote:
Do Barbarians have any feats for TWF?

Spoiler:
They don't seem to get any feats specifically aimed at supporting the fighting style.

MildlyIncandescent wrote:
Are there any guidelines in the CRB or Bestiary for deciding how many encounters per day and what difficulties to throw at the PCs, or are there clearer descriptions of the intended resource drain on the party from an encounter of a given difficulty?

Spoiler:
The game-mastering section goes into detail about how much different encounter difficulties are expected to impact a party's resources. Exactly what an appropriate adventuring day entails is going to vary from group to group, as different parties will handle encounters differently.

What's a cool rule that comes to mind that no one has discussed?


I think my question might have gotten lost, so I'll try again:

Is there any way for a fighter to bring a simple weapon (or many simple weapons) up to martial weapon "standards", similar to what Champions and Clerics (maybe only Warpriests) get if their deity's favored weapon is a simple weapon?

In other words, can I play Oberyn Martell and kick ass with a spear, or will the rules tell me I am dumb and should have gone for a sword or an axe like a real fighter?


2 people marked this as a favorite.
Staffan Johansson wrote:


In other words, can I play Oberyn Martell and kick ass with a spear, or will the rules tell me I am dumb and should have gone for a sword or an axe like a real fighter?

They'll tell you to go for a d10 martial reach weapon like a real fighter, not a sword or axe like a chump. Guisarmes = best arms.


1 person marked this as a favorite.

For cool spear fighter, I'd recommend a ranseur. it's just a spear with 2 forks, useful for your cool spear fighter to catch and turn enemy weapons.

551 to 600 of 892 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Queries for The All-Seeing Orb All Messageboards

Want to post a reply? Sign in.